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...)
 
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== 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 ==
*'''Break'''
: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.
*'''SetHealth <integer>'''
:Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
*'''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 ==
* '''OnBreak'''
* '''OnHealthChanged'''
* '''OnIgnite'''
* '''OnPhysCannonDetach'''
* {{O BasePropPhysics}}

Revision as of 19:06, 30 April 2009

Template:Wrongtitle

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.