API ReferenceSandbox.ModelEditor.Nodes

ModelPropDataclass

Generic prop settings. Support for this depends on the entity.

objectModelPropData
Namespace
Sandbox.ModelEditor.Nodes
Assembly
Sandbox.Engine
Declaration
public class Sandbox.ModelEditor.Nodes.ModelPropData

Constructors1

Showing 1 constructors

Properties9

Showing 9 properties

public bool Sandbox.ModelEditor.Nodes.ModelPropData.BakeLighting { get; set; }PUBLICGETSET

When this model is used as prop_static, it will bake lighting by default depending on this value.

Returns:bool

public float Sandbox.ModelEditor.Nodes.ModelPropData.ExplosionDamage { get; set; }PUBLICGETSET

Amount of damage to do at the center on the explosion. It will falloff over distance.

Returns:float

public float Sandbox.ModelEditor.Nodes.ModelPropData.ExplosionForce { get; set; }PUBLICGETSET

Scale of the force applied to entities damaged by the explosion and the models break pieces.

Returns:float

public float Sandbox.ModelEditor.Nodes.ModelPropData.ExplosionRadius { get; set; }PUBLICGETSET

Range of explosion's damage.

Returns:float

public bool Sandbox.ModelEditor.Nodes.ModelPropData.Explosive { get; set; }PUBLICGETSET

If true we'll explode this prop when it's destroyed

Returns:bool

public bool Sandbox.ModelEditor.Nodes.ModelPropData.Flammable { get; set; }PUBLICGETSET

If true well treat this prop as flammable, meaning it can catch fire and burn.

Returns:bool

public float Sandbox.ModelEditor.Nodes.ModelPropData.Health { get; set; }PUBLICGETSET

When this model is used as prop_physics, it's health will be set to this value.

Returns:float

public float Sandbox.ModelEditor.Nodes.ModelPropData.ImpactDamage { get; set; }PUBLICGETSET

The amount of damage this deals to other objects when it collides at high speed. If set to -1, this will be calculated from the mass of the rigidbody.

Returns:float

public float Sandbox.ModelEditor.Nodes.ModelPropData.MinImpactDamageSpeed { get; set; }PUBLICGETSET

Minimum impact damage speed to break this object.

Returns:float

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