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Point physics control how particles, particle systems, weather, flags, contrails, and antenna interact with the environment. This includes wind, water, density, and collisions with the BSP. Essentially anything that can be suspended in the atmosphere or water is simulated this way.

They are primarily controlled by density and friction parameters.

Related script functions and globals

The following are related functions that you can use in your scenario scripts and/or debug globals that you can enter into the developer console for troubleshooting.


(debug_point_physics [boolean])

Renders green or red markers wherever point_physics are being simulated, except for the weather_particle_system. This includes flags, antenna, contrails, particles, and particle_systems. It can help to enable framerate_throttle for these markers to render consistently.

Structure and fields

Field Type Comments
flags bitfield
Flag Mask Comments
flamethrower particle collision 0x1
collides with structures 0x2
collides with water surface 0x4
uses simple wind 0x8
uses damped wind 0x10
no gravity 0x20
unknown constant float
  • Cache only
water gravity scale float
  • Cache only
air gravity scale float
  • Cache only
density float
  • Unit: grams per milliliter
air friction float
water friction float
surface friction float
elasticity float


Thanks to the following individuals for their research or contributions to this topic:

  • Kavawuvi (Invader tag definitions)
  • MosesOfEgypt (Tag structure research)