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.
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
Important:Spawned entity's classname in-game is automatically changed to 
		
	
| m (→Availability:  class&file) | m (Classifying as model entity) | ||
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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. | |||
| {{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 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. | 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. | 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. | |||
| {{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]] | * [[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: | [[Category:Physics]] | ||
| [[Category:Prop entities|physics override]] | |||
Latest revision as of 04:34, 19 May 2025
|  Class hierarchy | 
|---|
| CPhysicsProp | 
|  props.cpp | 
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
 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.
 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.
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 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.
 Important:Spawned entity's classname in-game is automatically changed to
Important:Spawned entity's classname in-game is automatically changed to prop_physicsKeyvalues
- 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 Note:Regular prop_physics cannot override health but prop_physics_override can. All other- Keyvalues / Inputs / Outputsare same as prop_physics.
