Db prop sphere: Difference between revisions

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m (New page: {{wrongtitle|title=db_prop_sphere}} == Entity Description == This entity is a duplicate and functions the same as a prop_physics. The only difference with the db_prop_sphere is it use...)
 
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
 
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{{wrongtitle|title=db_prop_sphere}}
{{this is a|point entity|name=dp_prop_sphere|game=Dreamball}} It is identical to {{ent|prop_physics}}, however it has a preprogrammed spherical collision box.
 
== Entity Description ==
== Entity Description ==
This entity is a duplicate and functions the same as a [[prop_physics]]. The only difference with the db_prop_sphere is it uses a coded collision model, a perfectly round sphere (and is cheaper then regular prop_physics). Use this entity with models such as marbles, rocks, buolders, etc. It will roll perfectly with no rockiness (that you'd usually get with a prop_physics). It has no use as a standard prop physics, only use for something round shaped that you want to roll smooth & perfectly.
This entity is a duplicate and functions the same as a [[prop physics]]. The only difference with the db_prop_sphere is it uses a coded collision model, a perfectly round sphere (and is cheaper then a regular prop_physics). Use this entity with models such as marbles, rocks, buolders, etc. It will roll perfectly with no rockiness (that you'd usually get with a prop_physics). It has no use as a standard prop physics, only use for something round shaped that you want to roll smooth & perfectly.


== Keyvalues ==
*This entity uses all the same functions as [[prop physics]]. See that entity for a list of it's properties you can use.
*{{KV BasePropPhysics}}


== Flags ==
You don't need to edit any properties in this entity. Just place it and use it like you would with a [[prop physics]], only difference it'll use the perfectly round sphere as a collision.
* {{Fl BasePropPhysics}}
:Should force breakable models to have pieces break on the server?


== Inputs ==
==See also==
*'''Break'''
* [[prop_sphere]] - A similar entity available in all branches of Source
:Breaks the breakable completely. This will make the entity act like a normal [[func_breakable]]. If you wish to maintain the shattering behaviour/appearance, consider using the '''Shatter''' input below with a large radius value.
* [[db prop sphere override]]
*'''SetHealth <integer>'''
* [[List of Dreamball Entities]]
:Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
* [[Dreamball Level Creation]]
*'''AddHealth <integer>'''
:Adds health to the breakable. If the breakable's health reaches zero it will break.
*'''RemoveHealth <integer>'''
:Removes health from the breakable. If the breakable's health reaches zero it will break.
*'''EnablePhyscannonPickup'''
:Makes the breakable able to picked up by the [[weapon_physcannon|physcannon]].
*'''DisablePhyscannonPickup'''
:Makes the breakable not able to picked up by the physcannon.
*'''Ignite'''
:Ignite the target entity.
* {{I DamageFilter}}
* {{I BasePropPhysics}}
* {{I Damage}}


== Outputs ==
[[Category:Dreamball]]
* '''OnBreak'''
* '''OnHealthChanged'''
* '''OnIgnite'''
* '''OnPhysCannonDetach'''
* {{O BasePropPhysics}}

Latest revision as of 17:48, 17 May 2024

dp_prop_sphere is a point entity available in Dreamball Dreamball. It is identical to prop_physics, however it has a preprogrammed spherical collision box.

Entity Description

This entity is a duplicate and functions the same as a prop physics. The only difference with the db_prop_sphere is it uses a coded collision model, a perfectly round sphere (and is cheaper then a regular prop_physics). Use this entity with models such as marbles, rocks, buolders, etc. It will roll perfectly with no rockiness (that you'd usually get with a prop_physics). It has no use as a standard prop physics, only use for something round shaped that you want to roll smooth & perfectly.

  • This entity uses all the same functions as prop physics. See that entity for a list of it's properties you can use.

You don't need to edit any properties in this entity. Just place it and use it like you would with a prop physics, only difference it'll use the perfectly round sphere as a collision.

See also