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Prop dynamic override: Difference between revisions

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{{wrongtitle|title=prop_dynamic_override}}
{{CD|CDynamicProp|file1=props.cpp}}
==Entity Descriptions==
{{this is a|model entity|name=prop_dynamic_override}} A variant of {{ent|prop_dynamic}} which will permit using models designed to be used as {{ent|prop_physics}}, as well as overriding the embedded [[health]] values. Although this entity provides the freedom of turning physics props into dynamic props, 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.
A prop that can be placed in hierarchy and can play animations. It can also be configured to break when it takes enough damage.
{{important|Spawned entity's classname in-game is automatically changed to <code>prop_dynamic</code>}}
{{OtherKIO|prop_dynamic|All}}
{{tip|In {{l4ds}} <code>DisableBoneFollowers</code> keyvalue doesn't exist so when there is need to spawn a model with no [[phys_bone_follower]]s then using this entity with collision set to <code>Not Solid</code> will prevent them from spawning}}


prop_dynamic_override is a prototyping entity only. It will allow the use of models designed to be used as prop_physics.
==See also==
==See Also==
* [[prop_dynamic]]
* [[Prop Types Overview]]
* [[Prop Types Overview]]
[[Category:Entities]]
* [[Prop Footsteps]] - A tutorial that provides essential code for when players walk on entities like this, it's not ignored during footstep sound computation.
* {{ent|prop_dynamic}}
* {{ent|prop_physics_override}}
 
[[Category:Prop entities|dynamic override]]

Latest revision as of 04:33, 19 May 2025

C++ Class hierarchy
CDynamicProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity
C++ props.cpp

prop_dynamic_override is a model entity available in all Source Source games. A variant of prop_dynamic which will permit using models designed to be used as prop_physics, as well as overriding the embedded health values. Although this entity provides the freedom of turning physics props into dynamic props, 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.

Icon-Important.pngImportant:Spawned entity's classname in-game is automatically changed to prop_dynamic
Note.pngNote:All Keyvalues / Inputs / Outputs are same as prop_dynamic.
Tip.pngTip:In Left 4 Dead seriesLeft 4 Dead series DisableBoneFollowers keyvalue doesn't exist so when there is need to spawn a model with no phys_bone_followers then using this entity with collision set to Not Solid will prevent them from spawning

See also