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| props_magneto_stick_and_player_movement [2026/05/03 01:46] – frank_lee_smith | props_magneto_stick_and_player_movement [2026/05/15 03:11] (current) – removed frank_lee_smith |
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| ====== Prop, Magneto, and Fall Damage Settings ====== | |
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| These settings are for server hosts who want to tune prop interaction, magneto behavior, prop damage, and fall damage. | |
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| Changing these values can affect balance and may cause unexpected physics behavior. Avoid changing many at once, and restart or reset your server if props or movement begin behaving strangely. | |
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| **Defaults below are the current game defaults** and are subject to change. | |
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| ===== Magneto Carry Settings ===== | |
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| These settings control what the magneto can pick up or manipulate, and how easily held props are dropped. | |
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| ^ ConVar ^ Default ^ What it does ^ | |
| | ''t.prop.pickup_limit'' | ''3'' | Highest pickup scale that can be fully held by the magneto. Lower values make fewer props directly carriable. Higher values allow larger props to be picked up. | | |
| | ''t.prop.push_pull_limit'' | ''4'' | Highest pickup scale that can still be manipulated by magneto push/pull. Props above this scale cannot be meaningfully moved by the magneto. | | |
| | ''t.magneto_hold_break_distance'' | ''190'' | Drops the held prop if it gets this far away from the holder's view origin for long enough. Lower values make the hold easier to break. | | |
| | ''t.magneto_hold_break_grace'' | ''0.15'' | Grace period before breaking magneto hold because of distance. Higher values make brief distance spikes more forgiving. | | |
| | ''t.magneto_corpse_hang_limit'' | ''3'' | Maximum number of corpses the magneto hang/rope behavior allows. | | |
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| ===== Thrown Prop Damage ===== | |
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| These settings control how dangerous intentionally launched props are. | |
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| ^ ConVar ^ Default ^ What it does ^ | |
| | ''t.prop.lethality_level'' | ''4'' | Global intentional-launch lethality scale. Higher values make thrown props more dangerous. | | |
| | ''t.prop.launch_impact_window'' | ''1.2'' | Time after an intentional launch where prop impact can count for propkill damage. Lower values make thrown-prop damage timing stricter. | | |
| | ''t.prop.launch_owner_grace'' | ''0.2'' | Self-protection window after launch so the thrower does not instantly hit themselves. Higher values make accidental self-hits less likely immediately after throwing. | | |
| | ''t.prop.impact_player_max_damage'' | ''140'' | Hard cap for prop impact damage against players after per-prop scaling. | | |
| | ''t.prop.impact_player_cooldown'' | ''0.2'' | Per-player cooldown so the same contact cannot deal damage every physics tick. | | |
| | ''t.prop.impact_player_spawn_grace'' | ''0.75'' | Spawn grace where prop impact damage against a player is blocked. | | |
| | ''t.prop.impact_player_standing_speed'' | ''900'' | Extra speed threshold when the target is standing on the prop, to avoid damage from ordinary standing/stomping contact. | | |
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| ===== Player Bumping Loose Props ===== | |
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| These settings control how ordinary player body movement nudges loose props. | |
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| ^ ConVar ^ Default ^ What it does ^ | |
| | ''t.prop.player_push_min_speed'' | ''35'' | Minimum player movement speed before body contact nudges a loose prop. Higher values make light walking less likely to move props. | | |
| | ''t.prop.player_push_speed_scale'' | ''0.16'' | Converts player movement speed into loose-prop shove speed. Higher values make players push props more strongly. | | |
| | ''t.prop.player_push_max_speed'' | ''120'' | Global cap for player-body shove speed. Higher values allow stronger prop nudges from player movement. | | |
| | ''t.prop.player_push_vertical_cap'' | ''35'' | Caps vertical velocity added to props by walking/body shoves. Lower values reduce upward popping. | | |
| | ''t.prop.player_push_angular_damping'' | ''0.75'' | Damps spin from player-body shoves. Lower values damp spin harder; higher values preserve more spin. | | |
| | ''t.prop.player_push_trace_distance'' | ''20'' | Distance ahead of the player used to find a loose prop to nudge. Higher values can make prop nudging feel more eager or farther-reaching. | | |
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| ===== Explosive Barrels ===== | |
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| ^ ConVar ^ Default ^ What it does ^ | |
| | ''t.barrel.reset_damage_grace'' | ''0.5'' | Grace period after reset before barrel damage is accepted. This helps avoid immediate damage during map/reset transitions. | | |
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| ===== Fall Damage ===== | |
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| These settings control fall damage timing, grace periods, and damage caps. | |
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| ^ ConVar ^ Default ^ What it does ^ | |
| | ''t.fall.min_airborne_time'' | ''0.08'' | Minimum airborne time before fall damage can apply. | | |
| | ''t.fall.respawn_grace'' | ''0.6'' | Grace after respawn before fall damage applies. | | |
| | ''t.fall.min_drop_distance'' | ''16'' | Minimum drop distance before fall damage applies. | | |
| | ''t.fall.teleport_grace'' | ''1.0'' | Grace after teleport before fall damage applies. | | |
| | ''t.fall.ladder_grace'' | ''0.45'' | Grace around ladder transitions before fall damage applies. | | |
| | ''t.fall.unstuck_grace'' | ''0.1'' | Grace after an unstuck nudge before fall damage applies. | | |
| | ''t.fall.max_self_damage'' | ''100'' | Maximum fall damage applied to the falling player. | | |
| | ''t.fall.max_stomp_damage'' | ''100'' | Maximum stomp/fall impact damage applied to another player. | | |
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| ===== Void / Out-of-Bounds ===== | |
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| ^ ConVar ^ Default ^ What it does ^ | |
| | ''t.void_kill_z'' | ''-16384'' | Z position below which void kill behavior applies. Adjust only if a custom map has unusually low playable space. | | |