Props and explosions

These are point entities.

prop_physics

A physics prop that can be thrown, damaged and broken, like crates and barrels. Damage down to 0 health, an impact faster than impact_speed or smash breaks it. An explosive prop blasts when it breaks, after its fuse if it was ignited.

  • Inputs: smash, ignite(activator), push(direction), take_damage(amount, source)
  • Outputs: damaged(hp) with the health left, broken
  • Keys: model, size 16 16 16, mass 5.0, health 30, explosive 0, explosion_radius 192, explosion_damage 40, fuse 0.6, impact_speed 0 (m/s, 0 never breaks on impact), debris_scene

Its collision is a box of half extents size, and model is a scene for the looks only. push takes a velocity in map units per second. broken fires after the blast, so whatever it triggers already sees the damage.

prop_model

A static model with optional collision, for props that should not move.

  • Keys: model (.bbmodel, .glb, .gltf or .tscn), model_node, collision convex (or none, trimesh), scale 1.0

Collision is only generated when the model has none of its own. Some files hold several variants side by side, like a pack of fire hydrants in one glTF. model_node keeps only that node and its children, moved to the prop's origin.

env_explosion

On explode it calls damage_method on every node within radius with damage * (1 - distance / radius), pushes rigid bodies away and spawns effect_scene.

  • Inputs: explode(activator)
  • Outputs: exploded
  • Keys: radius 256, damage 50, force 8 (m/s at the center, scaled by mass), damage_method take_damage, effect_scene

Distance is measured to each node's origin, with no line of sight check. The blast reaches nodes outside the map too, such as a player added next to the FuncGodotMap.

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