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) <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. -
OnDestructiblePartDamageLevelChanged <
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.
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) -
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)
- low
- medium
- high
-
Maximum CPU Level (
maxcpulevel) <Choices>- default (high)
- low
- medium
- high
-
Minimum GPU Level (
mingpulevel) <Choices>- default (very low)
- very low
- low
- medium
- high
-
Maximum GPU Level (
maxgpulevel) <Choices>- default (high)
- very low
- low
- medium
- high
-
Disable X360 (
disableX360) <Choices>- No
- Yes
-
World Model (
model) <Studio> -
Disable Shadows (
disableshadows) <Boolean>
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
- Allow Dissolve
- Motion Disabled
- Allow stretch
- Start asleep
- Don't force sleep
-
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) <Boolean>
If set, this prop ragdoll has dialog associated with it when discovered. -
Carry Type Override (
carrytype_override) <Choices>- Default (Code decides)
- Too heavy to move
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 -
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) <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.
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) -
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)
- low
- medium
- high
-
Maximum CPU Level (
maxcpulevel) <Choices>- default (high)
- low
- medium
- high
-
Minimum GPU Level (
mingpulevel) <Choices>- default (very low)
- very low
- low
- medium
- high
-
Maximum GPU Level (
maxgpulevel) <Choices>- default (high)
- very low
- low
- medium
- high
-
Disable X360 (
disableX360) <Choices>- No
- Yes
-
World Model (
model) <Studio> -
Skin (
skin) <MaterialGroup>
Some models have multiple versions of their textures, called skins. -
Body Groups (
bodygroups) <BodyGroupChoices> -
Disable Shadows (
disableshadows) <Boolean>
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
- Allow Dissolve
- Motion Disabled
- Allow stretch
- Start asleep
- Don't force sleep
-
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 <
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 -
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.