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,size16 16 16,mass5.0,health30,explosive0,explosion_radius192,explosion_damage40,fuse0.6,impact_speed0 (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,collisionconvex (or none, trimesh),scale1.0
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:
radius256,damage50,force8 (m/s at the center, scaled by mass),damage_methodtake_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.