$staticprop/en
The QC command $staticprop specifies that the model being compiled does not have any moving parts, and is used on both static and physics props.
Intended Usage
Using the command is primarily meant to optimize props meant for maps, as it provides benefits to lightmap shadows during VRAD compiles and the commands for it such as -staticproplighting
or -staticproppolys
commands.
It will also allow the prop to be used as a prop_static
point entity in maps, as using props without the flag will remove it when VBSP is run. prop_physics
and prop_physics_override
also must have $staticprop
.
Caveats
Using the static flag command will cause issues in certain circumstances.
It will remove all bones, and replace all weighted vertices' weights to a new "dummy" bone created during compile named static_prop
. If the model being compiled has a bone named static_prop already it will cause the physics model for the prop to be misaligned. If used on a model that has multiple animations or sequences, it will remove all of them. Be aware of this if the prop is intended to be animated, and use prop_dynamic
instead.
Using the static flag will also cause models to be error prone at times. Models with large numbers of body groups will potentially crash the game, throw an error when compiled, and break the blank
command in body groups.
Essentially, do not use $staticprop
unless the model is meant for a map or otherwise static prop, as it can cause issues when used on a prop meant to be used in-game.
Example
$staticprop