Template:KV DynamicProp: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(updates)
Line 1: Line 1:
{{ScrollBox|title=prop_dynamic_base|noscroll=true|
{{minititle|DynamicProp}}
; Collisions <code><choices></code>
{{KV|Default Animation (DefaultAnim)|string|The animation this prop will play when not doing a random or forced animation.}}
: How entities should collide with this prop.
{{KV|Randomly Animate (RandomAnimation)|bool|Makes the prop randomly select and play animations at intervals defined by the '''Min/Max Random Anim Time''' KVs. In between the random animations, it will revert to playing '''Default Animation'''.}}
:* Not solid
{{KV|Min Random Anim Time (MinAnimTime)|float|Minimum time between random animations.}}
:* [[Bounding box]]
{{KV|Max Random Anim Time (MaxAnimTime)|float|Maximum time between random animations.}}
:* [[VPhysics]]
{{KV|Disable Bone Followers (DisableBoneFollowers)|boolean|Disables generation of {{ent|phys_bone_follower}}s for each convex piece the model has in its [[collision model]]. <code>phys_bone_follower</code>s can quickly eat up the [[entity limit|edict count]], so this keyvalue can be very helpful in freeing resources. This will however make the collision model no longer function ({{confirm}} As in become non-solid?), and the model will not be able to ragdoll anymore.}}
; Default Animation <code><[[string]]></code>
{{KV|Hold Animation (HoldAnimation)|boolean|since=AS|If set, the prop will not loop its animation, but hold the last frame.}}<noinclude>[[Category:Keyvalue Templates|prop_dynamic_base]]</noinclude>
: The animation this prop will play when not doing a random or forced animation.
; Randomly Animate <code><[[bool]]></code>
: Makes the prop randomly select and play animations at intervals defined by the 'Min/Max Random Anim Time' KVs. In between the random animations, it will revert to playing 'Default Animation'.
; Min Random Anim Time <code><[[float]]></code>
; Max Random Anim Time <code><[[float]]></code>
: The range of intervals between random animations.
; Body Group <code><[[int]]></code>
: The active [[$bodygroup]].
; Lighting Origin <code><[[targetname]]></code>
: Select an [[info_target]] entity ''(NOT [[info_lighting]])'' from which to sample lighting instead of the entity's origin.
{{KV|Disable Bone Followers|boolean|Prop entities with a collision model (except [[prop_static]] and [[prop_detail]]), will generate a [[phys_bone_follower]] entity for convex piece it has in its [[collision model]]. These can quickly eat up the [[Entity limit|edict count]]! They can however, be disabled by setting this keyvalue to Yes, although this will make the collision model no longer function, and the model will not be able to ragdoll anymore.}}
{{KV|Hold Animation|boolean|If set, the prop will not loop its animation, but hold the last frame.|since=AS}}
{{KV|Lag Compensation|boolean|Set to Yes to lag compensate this prop. Should be used very sparingly!|since=AS}}
{{KV|Suppress Anim Sounds|boolean|If set, the prop will not play any sounds that are embedded in animations it plays.|since=P2}}
{{ScrollBox|
{{KV Studiomodel}}
{{KV BaseFadeProp}}
{{KV BreakableProp}}
{{KV Global}}
{{KV RenderFields}}
{{KV DXLevelChoice}}
{{KV Angles}}
{{KV Parentname}}
{{KV Targetname}}
}}
}}<noinclude>
[[Category:Keyvalue Templates|prop_dynamic_base]]
</noinclude>

Revision as of 03:58, 12 September 2018

DynamicProp:

Default Animation (DefaultAnim) ([todo internal name (i)]) <string>
The animation this prop will play when not doing a random or forced animation.
Randomly Animate (RandomAnimation) ([todo internal name (i)]) <boolean>
Makes the prop randomly select and play animations at intervals defined by the Min/Max Random Anim Time KVs. In between the random animations, it will revert to playing Default Animation.
Min Random Anim Time (MinAnimTime) ([todo internal name (i)]) <float>
Minimum time between random animations.
Max Random Anim Time (MaxAnimTime) ([todo internal name (i)]) <float>
Maximum time between random animations.
Disable Bone Followers (DisableBoneFollowers) ([todo internal name (i)]) <boolean>
Disables generation of phys_bone_followers for each convex piece the model has in its collision model. phys_bone_followers can quickly eat up the edict count, so this keyvalue can be very helpful in freeing resources. This will however make the collision model no longer function ([confirm] As in become non-solid?), and the model will not be able to ragdoll anymore.
Hold Animation (HoldAnimation) ([todo internal name (i)]) <boolean> (in all games since Alien Swarm)
If set, the prop will not loop its animation, but hold the last frame.