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.