Physics Gun
Moving a train of welded objects.
Weapon Type Other
Ammo Type Regenerating
Damage Dynamic
First Found… N/A
Projectile Name {$projectilename}
Model v_/w_physics.mdl

Description Convars Keyvalues Flags Other Weapons


weapon_physgun is the entity name for SMOD's adaptation of the cut HL2 Physics Gun tool.

Primary Fire: Fires a beam that can be used to hold or drag around entities. While holding an object, the mouse wheel can be used to extend or retract the beam, and the Use key can be pressed to lock an entity in place. Some NPCs will die instantly when fired on with the beam while others are able to simply ignore it.

Secondary Fire: Spawns a gravity pellet onto the targeted surface or entity. These can be used to weld objects to other objects or surfaces if they have gravity pellets attached as well. Only 64 pellets can be present at a time.

The Reload key deletes all the gravity pellets that have been spawned.

Welding is achieved by simply dragging an object with a pellet and joining it with another pellet until the beam turns red, and then releasing the fire button.


  • phys_gunforce <integer> ( Default: 5e5 / 500000 )
    Sets the power of the physics gun when lifting or dragging objects.
  • phys_gunglueradius <float> ( Default: 128
    Sets the radius in which physics gun pellets can attract one another.
  • phys_gunmass <float> ( Default: 200 )
    Scales the mass of objects held by the physics gun, enabling it to move larger objects like buggies, etc. Higher is less mass.
  • phys_guntorque <integer> ( Default: 100 )
    Sets the torque of objects held by the physics gun.
  • phys_gunvel <float> ( Default: 400 )
    Sets how quickly the physics gun can move objects around.


  • targetname <string>
    Assigns the entity a targetname, used by other entities to refer to this entity. Can be shared by other entities.
  • origin <X Y Z>
    Sets the position of the entity within the world. See Coordinates.
  • angle <X Y Z>
    Sets the angular positioning (Pitch, Yaw, Roll) of the entity.
  • model <string>
    Sets the model of the entity.
  • fademindist <float>
    Sets the distance at which the entity model starts to fade. (0 : use fademaxdist)
  • fademaxdist <float>
    Sets the maximum distance at which the entity model is visible. (0 : don't fade out)
  • fadescale <float>
    The scale factor that gives some control over fading. Using 0 turns off the forced fade values.


Except where noted, flags are OFF by default.

  • 1 : Start constrained. (Prevents model movement)
  • 2 : Reserve for NPC.
  • 4 : Not throwable by the Gravity Gun.

Weapons & Tools

Hand Wpn. Crowbar   •   Golden Crowbar   •   Shovel   •   Soy Beans
Pistol/SMG .357 Magnum   •   Alyxgun   •   9mm Pistol   •   Flare Gun   •    Gauss Gun   •   Grease Gun (M3)   •   H&K MP5   •   H&K MP7 (SMG1)
Assault Wpn. Portable Airboat Gun   •   AK-47   •   Laser Gun   •   Overwatch Standard Issue (AR2)   •   Karabiner 98   •   SPAS-12 Shotgun   •   Dragunov (SVD)
Thrown ANM14 Incendiary   •   Banana Bomb   •   Bug Bait   •   Bug Spawner   •   Frag Grenade   •   Gravity Grenade   •   Vortex Hopwire   •   Trap Hopwire   •   Motion Sensor Bomb   •   Scissors
Ranged Explosive PSP   •   Rocket-Propelled Grenade (RPG)   •   Sticky Bomber   •   Portable Strider Cannon
Other Crossbow   •   Flamethrower   •   Gravity Gun   •   Magic Wand (lstick)   •   Node Maker   •   Physics Gun   •   Physics Launcher
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