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Prop core
All the functions for manipulationg props using E2 in-game script are shown in the table below:
................Prop.core.function................ | .Out. | .Description. |
---|---|---|
:deparent() | Unparents an entity, so it moves freely again. | |
:parentTo() | Parents one entity to another. | |
:parentTo() | Parents one entity to another. | |
:propBreak() | Breaks/Explodes breakable/explodable props (Useful for Mines). | |
propCanCreate() | Returns 1 when propSpawn() will successfully spawn a prop until the limit is reached. | |
:propDelete() | Removes the given entity(s). Returns how may are deleted. | |
:propDelete() | Removes the given entity(s). Returns how may are deleted. | |
:propDelete() | Removes the given entity(s). Returns how may are deleted. | |
propDeleteAll() | Removes all entities spawned by this E2 | |
:propDrag() | Passing 0 makes the entity not be affected by drag | |
:propDraw() | Passing 0 disables rendering for the entity (makes it really invisible) | |
:propFreeze() | Passing 0 unfreezes the entity, everything else freezes it. | |
:propGetElasticity() | Gets prop's elasticity coefficient | |
:propGetFriction() | Gets prop's friction coefficient | |
:propGravity() | Passing 0 makes the entity weightless, everything else makes it weighty. | |
:propInertia() | Sets the directional inertia | |
:propMakePersistent() | Setting to 1 will make the prop persistent. | |
:propManipulate(,,,,) | Allows to do any single prop core function in one term (position, rotation, freeze, gravity, notsolid) | |
:propNotSolid() | Passing 0 makes the entity solid, everything else makes it non-solid. | |
:propPhysicalMaterial() | Returns the surface material of a prop. | |
:propPhysicalMaterial() | Changes the surface material of a prop (eg. wood, metal, ... See Material_surface_properties ). | |
:propSetBuoyancy() | Sets the prop's buoyancy ratio from 0 to 1 | |
:propSetElasticity() | Sets prop's elasticity coefficient (default is 1) | |
:propSetFriction() | Sets prop's friction coefficient (default is 1) | |
:propSetVelocity() | Sets the velocity of the prop for the next iteration | |
:propSetVelocityInstant() | Sets the initial velocity of the prop | |
:propShadow() | Passing 0 disables rendering for the entity's shadow | |
propSpawn(,,) | Use the model string or a template entity to spawn a prop. You can set the position and/or the rotation as well. The last number indicates frozen/unfrozen. | |
propSpawn(,) | Use the model string or a template entity to spawn a prop. You can set the position and/or the rotation as well. The last number indicates frozen/unfrozen. | |
propSpawn(,,,) | Use the model string or a template entity to spawn a prop. You can set the position and/or the rotation as well. The last number indicates frozen/unfrozen. | |
propSpawn(,,) | Use the model string or a template entity to spawn a prop. You can set the position and/or the rotation as well. The last number indicates frozen/unfrozen. | |
propSpawn(,,) | Use the model string or a template entity to spawn a prop. You can set the position and/or the rotation as well. The last number indicates frozen/unfrozen. | |
propSpawn(,) | Use the model string or a template entity to spawn a prop. You can set the position and/or the rotation as well. The last number indicates frozen/unfrozen. | |
propSpawn(,,,) | Use the model string or a template entity to spawn a prop. You can set the position and/or the rotation as well. The last number indicates frozen/unfrozen. | |
propSpawn(,,) | Use the model string or a template entity to spawn a prop. You can set the position and/or the rotation as well. The last number indicates frozen/unfrozen. | |
propSpawnEffect() | Set to 1 to enable prop spawn effect, 0 to disable. | |
propSpawnUndo() | Set to 0 to force prop removal on E2 shutdown, and suppress Undo entries for props. | |
:propStatic() | Sets to 1 to make the entity static (disables movement, physgun, unfreeze, drive...) or 0 to cancel. | |
:reposition() | Deprecated. Kept for backwards-compatibility. | |
:rerotate() | Deprecated. Kept for backwards-compatibility. | |
seatSpawn(,) | Spawn a remodeled prop_vehicle_prisoner_pod | |
seatSpawn(,,,) | Spawn a remodeled prop_vehicle_prisoner_pod | |
:setAng() | Set the rotation of an entity. | |
:setPos() | Sets the position of an entity. | |
:use() | Simulates a player pressing their use key on the entity. |
Please do not alter the e2 docs ...
pages manually.
They are autogenerated from the E2Helper. In the future, this will hopefully be its own dedicated website or tool.
Basic Features: core, debug, number, selfaware,
string, timer
🌎 World: angle, color, find, ranger, sound,
🔣 Math: bitwise, complex, matrix, quaternion, vector, vector2/4
📦 Entities: bone, constraint, egp, entity, hologram, npc
👨 Players: chat, console, player, weapon
📊 Data storage: array, files, globalvars, serialization, table
💬 Communication: datasignal, http, signal, wirelink,
❓ Informational: gametick, serverinfo, steamidconv, unitconv
Disabled by default: constraintcore, effects, propcore, remoteupload, wiring
Wire-Extras (repo): camera, ftrace, holoanim, light, stcontrol, tracesystem
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TBD