func_physbox
From XashXT
func_physbox
An object that simulates rigid body physics. Can interact with other objects and with the player.
Spawnflags
| SF_PHYS_BREAKABLE | 128 (make the object breakable) |
| SF_PHYS_CROWBAR | 256 (the object breaks from one crowbar hit regardless of the specified toughness) |
| SF_PHYS_HOLDABLE | 512 (the player can pick the object up, carry it and drop it with the Use key) |
Options
| material | Material, as in func_breakable and func_pushable. Determines the damage sounds, debris type, sparks and so on. |
| gibmodel | Path to the custom debris model in case the object is destroyed. |
| model | Path to the primary physics object model. This can be an mdl or brush model. |
| health | Object toughness. |
Usage Details
- Brush entities cannot be transferred from one level to another, but entities with a regular model are transferable by default.
- The physics hull of an object is built automatically at game start. However, because the hull is convex and PhysX imposes a limit of 256 independent vertices, the hull can be calculated incorrectly for some objects. XashXT produces a corresponding message in the console if it fails to build a hull. For complex concave objects, an approximated best-fitting convex shape will be generated. To view the physics hull, use the following console command:
phys_debug 1. - Stable operation of movers (such as lifts, trains and doors) is not guaranteed due to the way collisions are calculated for the HLBSP format, where 4 approximate hulls are used in collision testing. Therefore, you will get the best results from using cube-shaped objects whose sizes match the sizes of the hulls. Hull sizes are described in gameinfo.txt.