Prop dynamic: Difference between revisions
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Tip:If your model is never going to move and/or requires detailed lighting, consider using prop_static (which is cheaper).
Note:To enforce consistency, models with embedded physics data cannot by default be used by prop_dynamic. Use the Hammer model browser's Info tab to check for support.
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** [[prop_physics]] | ** [[prop_physics]] | ||
** [[prop_detail]] | ** [[prop_detail]] | ||
<onlyinclude> | |||
== Keyvalues == | == Keyvalues == | ||
{{KV PropDynamicBase}} | {{KV PropDynamicBase}} | ||
== Flags == | == Flags == | ||
{{fl PropDynamicBase}} | |||
== Inputs == | == Inputs == | ||
{{I PropDynamicBase}} | {{I PropDynamicBase}} | ||
== Outputs == | == Outputs == | ||
{{O PropDynamicBase}} | {{O PropDynamicBase}} | ||
</onlyinclude> |
Revision as of 15:13, 12 August 2011
Template:Base point It is used to add an arbitrary model to the world that can animate itself and move between positions.
A prop_dynamic cannot move around on its own however: it must be parented to an entity that can. For instance, to create a functional Razortrain you would parent the various engines and carriages, as prop_dynamic, to an invisible func_tracktrain brush entity.
Dynamic props receive "point lighting": one value, re-sampled every frame, is applied to the entire model. point_spotlights (per-vertex) and env_projectedtextures (per-pixel) can overcome this.


Uses
- Buttons can be created by enveloping a prop_dynamic inside an invisible func_button brush, then using the SetAnimation input to play a switching animation.
- Similarly, levers can be created by enveloping a prop_dynamic inside a func_rot_button (or momentary_rot_button) brush. No animation needed this time - the brush will rotate the prop by itself.
- A prop_dynamic can be configured to break apart after receiving damage.
Bug:Health set inside the model will override health set in Hammer! [todo tested in ?]