Prop physics respawnable: Difference between revisions
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Bug:Breaking this entity using a trigger_hurt will crash the game for all clients! (Fixed in
)
Workaround:Prevent trigger_hurt being able to hurt physics props via its flags or use a point_template to spawn a regular prop_physics each time it breaks.
Bug:Doesn't respawn in
Left 4 Dead 2
Note:Other
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SirYodaJedi (talk | contribs) m (→FGD Code) |
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{{bug|hidetested=1|1=Breaking this entity using a {{ent|trigger_hurt}} will [https://youtube.com/watch?v=aguKEsHkM0Q crash the game] for all clients! {{jb3|in|addtext-front=''Fixed''{{nbsp}}}} | {{bug|hidetested=1|1=Breaking this entity using a {{ent|trigger_hurt}} will [https://youtube.com/watch?v=aguKEsHkM0Q crash the game] for all clients! {{jb3|in|addtext-front=''Fixed''{{nbsp}}}} | ||
{{workaround|Prevent trigger_hurt being able to hurt | {{workaround|Prevent trigger_hurt being able to hurt physics props via its flags or use a {{ent|point_template}} to spawn a regular {{ent|prop_physics}} each time it breaks.}} }} | ||
{{bug|hidetested=1|Doesn't respawn in {{l4d2|4}}}} | {{bug|hidetested=1|Doesn't respawn in {{l4d2|4}}}} | ||
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== FGD Code == | == FGD Code == | ||
< | <syntaxhighlight lang=js> | ||
@PointClass base(prop_physics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_respawnable : | @PointClass base(prop_physics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_respawnable : | ||
"This class is the same as prop_physics, except it respawns after it breaks" | "This class is the same as prop_physics, except it respawns after it breaks" | ||
[ | [ | ||
RespawnTime(float) : "Respawn Time" : 60 : " | RespawnTime(float) : "Respawn Time" : 60 : "Amount in seconds this prop will respawn after it breaks." | ||
]</ | ] | ||
</syntaxhighlight> | |||
== See also == | == See also == | ||
Latest revision as of 16:29, 16 November 2025
| CPhysicsPropRespawnable |
prop_physics_respawnable is a model entity available in all
Source games. This entity is the same as prop_physics, except it respawns a set time after breaking/exploding.
Keyvalues
- Respawn time (RespawnTime) <integer>
- Amount in seconds this prop will respawn after it breaks.
Keyvalues / Inputs / Outputs are same as prop_physics.FGD Code
@PointClass base(prop_physics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_respawnable :
"This class is the same as prop_physics, except it respawns after it breaks"
[
RespawnTime(float) : "Respawn Time" : 60 : "Amount in seconds this prop will respawn after it breaks."
]