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prop_ragdoll

Point Entity

A prop that physically simulates and can be articulated with internal joints. The joint constraints are part of the physics model.

Keyvalues

  • Skip pre-settle (skipPreSettle) <Boolean>
    If set this entity will not particpate in the physics pre-settle during compile, but will start awake in game.

  • Start Disabled (StartDisabled) <Boolean>

  • Start Fade Dist (fademindist) <Float>
    Distance at which the prop starts to fade (<0 = subtract from fademaxdist).

  • End Fade Dist (fademaxdist) <Float>
    Max fade distance at which the prop is visible (0 = don't fade out)

  • Color (R G B) (rendercolor) <Color255>

  • World Model (model) <Studio>

  • Skin (skin) <MaterialGroup>
    Some models have multiple versions of their textures, called skins.

  • Body Groups (bodygroups) <BodyGroupChoices>

  • Cast Shadows (disableshadows) <Choices>
    Used to disable shadow casting from this entity.

    • Enabled
    • No Shadows
    • Only Realtime Shadows
    • Only Baked Shadows
    • Enabled
    • No Shadows
    • Only Realtime Shadows
    • Only Baked Shadows
  • Add Attribute (add_attribute) <String>
    Will add an additional attribute that AI/player entities can query when checking props for information (ex: 'DogToy' or 'GrabbableResource')

  • Add Modifier (add_modifier) <String>
    Will add this modifier when the entity spawns.

  • Entity Scripts (vscripts) <ScriptList>
    Name(s) of script files that are executed after all entities have spawned.

  • Name (targetname) <TargetSource>
    The name that other entities refer to this entity by.

  • Spawnflags (spawnflags) <Flags>

    • Debris - Don't collide with the player or other debris
    • Allow Dissolve
    • Motion Disabled
    • Unused
    • Start asleep
    • Don't force sleep
  • Allow Stretch (allowStretch) <Boolean>
    Disables rendering fixup on bones that become separated

  • Override Animation (angleOverride) <String>
    Filled in by the engine via wc_update_entity, do not edit by hand except to clear.

  • Lighting Origin (lightingorigin) <TargetDestination>
    Select an entity to specify a location to sample lighting from, instead of using this entity's origin.

  • Mass Scale (massScale) <Float>
    A scale multiplier for the object's mass. 0 = use auto-calculated mass based on the object's size / shape and material

  • Buoyancy Scale (buoyancyscale) <Float>
    Scale on the buoyancy / fluid forces applied to this object

Inputs

  • Enable <Void>
    Enable this entity.

  • Disable <Void>
    Disable this entity.

  • Skin <Integer>
    Changes the model skin to the specified number.

  • DisableShadow <Void>
    Turn shadow off.

  • EnableShadow <Void>
    Turn shadow on.

  • AlternativeSorting <Boolean>
    Used to attempt to fix sorting problems when rendering. True activates, false deactivates

  • SetRenderAttribute <String>
    Set the value of a render attribute used in material dynamic expressions. Examples: $myfloat=0.25 $myfloat4=1.0,0.0,1.0,1.0

  • ClearRenderAttribute <String>
    Remove a render attribute previously set by SetRenderAttribute, restoring it to its previous value.

  • RunScriptFile <String>
    Load and execute a script file

  • RunScriptCode <String>
    Execute a fragment of script code

  • CallScriptFunction <String>
    Call a script function

  • CallPrivateScriptFunction <String>
    Calls a script function from this entity's private script scope.

  • CallGlobalScriptFunction <String>
    Calls a script function in the global script scope.

  • Kill <Void>
    Removes this entity from the world.

  • KillHierarchy <Void>
    Removes this entity and all its children from the world.

  • KillConstrained <Void>
    Removes this entity, all its children, and anything constrained to it, from the world.

  • AddOutput <String>
    Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care.

  • FireUser1 <Void>
    Causes this entity's OnUser1 output to be fired.

  • FireUser2 <Void>
    Causes this entity's OnUser2 output to be fired.

  • FireUser3 <Void>
    Causes this entity's OnUser3 output to be fired.

  • FireUser4 <Void>
    Causes this entity's OnUser4 output to be fired.

  • EnableMotion <Void>
    Enable physics motion/collision response.

  • DisableMotion <Void>
    Disable physics motion/collision response.

  • FadeAndRemove <Float>
    Fade out then remove (kill) self. Parameter override = duration of fade

Outputs

  • OnIgnite <Void>
    Fired when this object catches fire.

  • OnDestructiblePartDestroyed <Cpp>\

  • OnUser1 <Void>
    Fired in response to FireUser1 input.

  • OnUser2 <Void>
    Fired in response to FireUser2 input.

  • OnUser3 <Void>
    Fired in response to FireUser3 input.

  • OnUser4 <Void>
    Fired in response to FireUser4 input.

  • OnKilled <Void>
    Fired when the entity is killed and removed from the game. Parameter is the inflictor.