prop_ragdoll
- Counter-Strike 2
- Half-Life: Alyx
- Dota 2
- Steam VR
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) <Bool>
If set this entity will not particpate in the physics pre-settle during compile, but will start awake in game. -
Start Disabled (
StartDisabled) <Bool> -
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> -
Expand Render Bounds To Include Cloth (
expand_render_bounds_to_include_cloth) <Bool>
Expands this entity's render bounds to contain its simulated cloth bones. Enable this if you see this entity being render culled even though its cloth is in view. -
Cast Shadows (
disableshadows) <IntChoices>
Used to disable shadow casting from this entity.- Enabled (
0) - No Shadows (
1) - Only Realtime Shadows (
2) - Only Baked Shadows (
3) - Enabled (
0) - No Shadows (
1) - Only Realtime Shadows (
2) - Only Baked Shadows (
3)
- Enabled (
-
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. -
Parent (
parentname) <TargetDestination>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. -
Parent Bone/Attachment Name (
parentAttachmentName) <ParentAttachment>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity) -
Use Local Transform (
useLocalOffset) <Bool>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent. -
Local Origin (
local.origin) <Vector>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Local Angles (
local.angles) <Angle>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Local Scale (
local.scales) <Vector>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
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 (
4) - Allow Dissolve (
8192) - Motion Disabled (
16384) - Unused (
32768) - Start asleep (
65536) - Don't force sleep (
131072)
- Debris - Don't collide with the player or other debris (
-
Allow Stretch (
allowStretch) <Bool>
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 <
Bool>
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. -
SetParent <
api> -
SetParentWithOffset <
api> -
SetParentMaintainOffset <
api> -
SetParentAttachment <
String>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. -
SetParentAttachmentMaintainOffset <
String>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached. -
ClearParent <
Void>
Removes this entity from the the movement hierarchy, leaving it free to move independently. -
FollowEntity <
String>
Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge. -
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. -
EnableAutoSleeping <
Void>
Enable automatic sleeping on this entity's physics bodies. When enabled, physics bodies go to sleep when at rest. -
DisableAutoSleeping <
Void>
Disable automatic sleeping on this entity's physics bodies. Bodies remain awake until explicitly put to sleep. -
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. -
OnDestructibleHitGroupDamageLevelChanged <
api> -
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.
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) <Bool>
If set this entity will not particpate in the physics pre-settle during compile, but will start awake in game. -
Start Disabled (
StartDisabled) <Bool> -
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) -
Fade Scale (
fadescale) <Float>
If you specify a fade in the worldspawn, or if the engine is running under low end/medium end/XBox360, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. -
Color (R G B) (
rendercolor) <Color255> -
Minimum CPU Level (
mincpulevel) <Choices>- default (low) (
0) - low (
1) - medium (
2) - high (
3)
- default (low) (
-
Maximum CPU Level (
maxcpulevel) <Choices>- default (high) (
0) - low (
1) - medium (
2) - high (
3)
- default (high) (
-
Minimum GPU Level (
mingpulevel) <Choices>- default (very low) (
0) - very low (
1) - low (
2) - medium (
3) - high (
4)
- default (very low) (
-
Maximum GPU Level (
maxgpulevel) <Choices>- default (high) (
0) - very low (
1) - low (
2) - medium (
3) - high (
4)
- default (high) (
-
Disable X360 (
disableX360) <Choices>- No (
0) - Yes (
1)
- No (
-
World Model (
model) <Studio> -
Disable Shadows (
disableshadows) <Bool>
Used to disable dynamic shadows on this entity. -
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 (
4) - Allow Dissolve (
8192) - Motion Disabled (
16384) - Allow stretch (
32768) - Start asleep (
65536) - Don't force sleep (
131072)
- Debris - Don't collide with the player or other debris (
-
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. -
Model State (
model_state) <ModelStateChoices> -
Is Discoverable (
discoverable) <Bool>
If set, this prop ragdoll has dialog associated with it when discovered. -
Carry Type Override (
carrytype_override) <Choices>- Default (Code decides) (
CARRY_TYPE_INVALID) - Too heavy to move (
CARRY_TYPE_TOO_HEAVY)
- Default (Code decides) (
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 <
Bool>
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 -
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. -
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. -
StartRagdollBoogie <
Void>
Begins ragdoll boogie effect. Parameter override = number of seconds to boogie. -
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. -
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.
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) <Bool>
If set this entity will not particpate in the physics pre-settle during compile, but will start awake in game. -
Start Disabled (
StartDisabled) <Bool> -
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 (
0) - No Shadows (
1) - Only Realtime Shadows (
2) - Only Baked Shadows (
3) - Enabled (
0) - No Shadows (
1) - Only Realtime Shadows (
2) - Only Baked Shadows (
3)
- Enabled (
-
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 (
4) - Allow Dissolve (
8192) - Motion Disabled (
16384) - Unused (
32768) - Start asleep (
65536) - Don't force sleep (
131072)
- Debris - Don't collide with the player or other debris (
-
Allow Stretch (
allowStretch) <Bool>
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 <
Bool>
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. -
OnDestructibleHitGroupDamageLevelChanged <
api> -
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.
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) <Bool>
If set this entity will not particpate in the physics pre-settle during compile, but will start awake in game. -
Start Disabled (
StartDisabled) <Bool> -
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) -
Fade Scale (
fadescale) <Float>
If you specify a fade in the worldspawn, or if the engine is running under low end/medium end/XBox360, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. -
Color (R G B) (
rendercolor) <Color255> -
Minimum CPU Level (
mincpulevel) <Choices>- default (low) (
0) - low (
1) - medium (
2) - high (
3)
- default (low) (
-
Maximum CPU Level (
maxcpulevel) <Choices>- default (high) (
0) - low (
1) - medium (
2) - high (
3)
- default (high) (
-
Minimum GPU Level (
mingpulevel) <Choices>- default (very low) (
0) - very low (
1) - low (
2) - medium (
3) - high (
4)
- default (very low) (
-
Maximum GPU Level (
maxgpulevel) <Choices>- default (high) (
0) - very low (
1) - low (
2) - medium (
3) - high (
4)
- default (high) (
-
Disable X360 (
disableX360) <Choices>- No (
0) - Yes (
1)
- No (
-
World Model (
model) <Studio> -
Skin (
skin) <MaterialGroup>
Some models have multiple versions of their textures, called skins. -
Body Groups (
bodygroups) <BodyGroupChoices> -
Disable Shadows (
disableshadows) <Bool>
Used to disable dynamic shadows on this entity. -
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 (
4) - Allow Dissolve (
8192) - Motion Disabled (
16384) - Allow stretch (
32768) - Start asleep (
65536) - Don't force sleep (
131072)
- Debris - Don't collide with the player or other debris (
-
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 a path_corner entity to specify a location to sample lighting from, instead of using this entity's origin.
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 <
Bool>
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 -
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. -
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. -
StartRagdollBoogie <
Void>
Begins ragdoll boogie effect. Parameter override = number of seconds to boogie. -
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. -
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.