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	<id>https://wiki.splashdamage.com/index.php?action=history&amp;feed=atom&amp;title=Entitykeys_moveable_base</id>
	<title>Entitykeys moveable base - Revision history</title>
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	<updated>2026-04-07T22:16:26Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Entitykeys_moveable_base&amp;diff=3089&amp;oldid=prev</id>
		<title>Ducks: Initial version</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Entitykeys_moveable_base&amp;diff=3089&amp;oldid=prev"/>
		<updated>2007-11-08T14:19:43Z</updated>

		<summary type="html">&lt;p&gt;Initial version&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{entitykey_var|density|Volume of the object times the density is the mass.}} &lt;br /&gt;
{{entitykey_var|friction|Friction with contacting surfaces in the range [0-1] where 0 is no friction.}} &lt;br /&gt;
{{entitykey_var|linearFriction|Friction in velocity direction.}} &lt;br /&gt;
{{entitykey_var|angularFriction|Rotational friction.}} &lt;br /&gt;
{{entitykey_var|bouncyness|How much the object bounces in the range [0-1] where 0 is no bounce.}} &lt;br /&gt;
{{entitykey_var|mass|Mass of the object (overrides density).}} &lt;br /&gt;
{{entitykey_var|buoyancy|How 'floaty' the object is in water.}} &lt;br /&gt;
{{entitykey_model|clipmodel|Model to be used for collision detection.}} &lt;br /&gt;
{{entitykey_bool|clipshrink|Shrink the visual model with an epsilon and use it as a clip model.}} &lt;br /&gt;
{{entitykey_bool|allowStep|Set to 0 to prevent monsters from ever walking over this object.}} &lt;br /&gt;
{{entitykey_bool|nonsolid|Make the object non-solid.}} &lt;br /&gt;
{{entitykey_bool|nodrop|Do not drop to the floor.}} &lt;br /&gt;
{{entitykey_bool|noimpact|Do not activate by the impact of other objects.}} &lt;br /&gt;
{{entitykey_bool|notpushable|Do not allow to be pushed.}} &lt;br /&gt;
{{entitykey_bool|unbindondeath|Unbind entity when health drops down to or below zero.}} &lt;br /&gt;
{{entitykey_var|health|If set the visual model changes to 'broken' when the health drops down to or below zero.}} &lt;br /&gt;
{{entitykey_model|broken|Visual model to be used when the health drops down to or below zero.}} &lt;br /&gt;
{{entitykey_bool|explode|If set to 1 the moveable explodes and is removed when the health drops down to or below zero.}} &lt;br /&gt;
{{entitykey_var|init_velocity|Initial linear velocity set when activated.}} &lt;br /&gt;
{{entitykey_var|init_avelocity|Initial angular velocity set when activated.}} &lt;br /&gt;
{{entitykey_var|init_velocityDelay|Delay in seconds before the initial linear velocity is set after being activated.}} &lt;br /&gt;
{{entitykey_var|init_avelocityDelay|Delay in seconds before the initial angular velocity is set after being activated.}} &lt;br /&gt;
{{entitykey_var|initialSplineTime|Number of milliseconds the moveable should follow the initial spline path.}} &lt;br /&gt;
{{entitykey_var|dmg_damage|Damage definition, if this is set it will damage things it collides with}} &lt;br /&gt;
{{entitykey_var|damageWhenActive|Only damage when active ( currently for the vagary and influence stuff )}} &lt;br /&gt;
{{entitykey_var|minDamageVelocity|Low velocity to start damaging the hit object (ramp up applied damage untill we reach maxDamageVelocity)}} &lt;br /&gt;
{{entitykey_var|maxDamageVelocity|High velocity to damage hit object object (i.e apply maximum damage above this)}} &lt;br /&gt;
{{entitykey_var|fx_collide|FX system to start at impact position when object collides.}} &lt;br /&gt;
{{entitykey_var|fx_splash|FX system to start at impact position when object falls into water.}} &lt;br /&gt;
{{entitykey_var|fx_wake|FX trail the object leaves when moving on the water surface.}}&lt;/div&gt;</summary>
		<author><name>Ducks</name></author>
		
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