physics_cannister

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physics_cannister is a point entity present in all Source games. It's a regular physics object that acts like a gas canister. When hurt, the cannister will fly off cartoonishly. If it takes enough damage, it will explode.

Note: The model should have a nozzle attachment point, which is where gas will escape and thrust will be produced from.

To do: How does the engine differentiate between shots on the nozzle and on the body of the canister model used in HL2?

Flags[edit | edit source]

  • 1: Start Asleep - Canister will not move until a force acts upon it.
  • 2: Explodes - Does nothing.

Keyvalues[edit | edit source]

Health (health) <integer>
How much damage the canister can take before exploding.
Explosion Damage (expdamage) <float>
Maximum damage when exploding.
Explosion Radius (expradius) <float>
Maximum range of explosion.
Fuel Seconds (fuel) <float>
How long to fly around for.
Thrust (thrust) <float>
How much force to fly around with.
Thruster Sound (gassound) <sound>
The sound played when the gas is escaping from the canister.
Smoke Color (rendercolor) <color255>
Color of gas.
Smoke Alpha (renderamt) <integer>
Opacity of gas.

Inputs[edit | edit source]

Activate
Makes the canister start flying.
Deactivate
Makes the canister stop flying.
Explode
Makes the canister explode.
Wake
Wakes the object if it was sleeping.

Outputs[edit | edit source]

OnActivate
Fires whenever the canister is activated.
OnAwakened
Fires the first time that the entity moves, if Start Asleep was set.