Prop physics override: Difference between revisions
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Note:Models must have a collision wireframe, or they will not work. If you intend to use a collision-less model as a physics object, make it a prop_dynamic and parent it to a nodrawn func_physbox.
Important:Spawned entity's classname in-game is automatically changed to
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{{ | {{CD|CPhysicsProp|file1=props.cpp}} | ||
= | {{this is a|model entity|name=prop_physics_override}} A prop type that will override the properties built into its model, making it work like a <code>[[prop_physics]]</code> entity. The health of props can also be overridden by using this entity. | ||
A prop that | |||
{{note|Models must have a collision wireframe, or they will not work. If you intend to use a collision-less model as a physics object, make it a [[prop_dynamic]] and parent it to a nodrawn [[func_physbox]].}} | |||
Generally, if a <code>prop_physics</code> in your map has been removed because its model wasn't meant to be a physics prop, you can use this entity to still make it a <code>prop_physics</code>, without any drawbacks. | |||
Although this entity provides the freedom of turning any prop into a physics prop, be aware of that players will rely on the behavior of props to be more or less consistent with other maps, and even other Source games. | |||
* [[prop_physics]] | * [[prop_physics]] | ||
* [[Prop Types Overview]] | * [[Prop Types Overview]] | ||
[[Category: | * [[Prop Footsteps]] - A tutorial that provides essential code for when players walk on entities like this, it's not ignored during footstep sound computation. | ||
{{important|Spawned entity's classname in-game is automatically changed to <code>prop_physics</code>}} | |||
== Keyvalues == | |||
{{KV|Health|intn=health|integer|Number of points of damage to take before breaking. 0 means don't break. | |||
:{{otherKIO|2=Regular prop_physics cannot override health but prop_physics_override can. All other|1=prop_physics}}}} | |||
== See Also == | |||
* {{ent|prop_data}} | |||
* [[Prop Types Overview]] | |||
** {{ent|prop_physics_multiplayer}} | |||
** {{ent|prop_physics_respawnable}} | |||
** {{ent|prop_physics}} | |||
** {{ent|prop_sphere}} | |||
** {{ent|prop_dynamic}} | |||
** {{ent|prop_static}} | |||
** {{ent|prop_ragdoll}} | |||
[[Category:Physics]] | |||
[[Category:Prop entities|physics override]] |
Latest revision as of 04:34, 19 May 2025
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CPhysicsProp |
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prop_physics_override
is a model entity available in all Source games. A prop type that will override the properties built into its model, making it work like a
prop_physics
entity. The health of props can also be overridden by using this entity.

Generally, if a prop_physics
in your map has been removed because its model wasn't meant to be a physics prop, you can use this entity to still make it a prop_physics
, without any drawbacks.
Although this entity provides the freedom of turning any prop into a physics prop, be aware of that players will rely on the behavior of props to be more or less consistent with other maps, and even other Source games.
- prop_physics
- Prop Types Overview
- Prop Footsteps - A tutorial that provides essential code for when players walk on entities like this, it's not ignored during footstep sound computation.

prop_physics
Keyvalues
- Health (health) <integer>
- Number of points of damage to take before breaking. 0 means don't break.
Note:Regular prop_physics cannot override health but prop_physics_override can. All other
Keyvalues / Inputs / Outputs
are same as prop_physics.