Prop physics override: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (added collision less model workaround)
m (Add internal name of Health keyval key)
Line 13: Line 13:


== Keyvalues ==
== Keyvalues ==
{{KV|Health|integer|Number of points of damage to take before breaking. 0 means don't break.}}
{{KV|Health|intn=health|integer|Number of points of damage to take before breaking. 0 means don't break.}}
{{KV BasePropPhysics}}
{{KV BasePropPhysics}}



Revision as of 06:12, 17 March 2021

Template:Base point 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.pngNote: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 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.

Template:In code

Keyvalues

Health (health) <integer>
Number of points of damage to take before breaking. 0 means don't break.
Note.pngNote:Page left for viewable history, content moved to prop_physics

Flags

Note.pngNote:Page left for viewable history, content moved to prop_physics

Inputs

Ignite
Ignite, burst into flames.
IgniteLifetime <floatRedirectInput/float>
Ignite with the given lifetime.
Todo: Before the flames extinguish, or before health reaches zero?
IgniteNumHitboxFires <integerRedirectInput/integer>
Ignite with the given number of hitbox fires.
IgniteHitboxFireScale <floatRedirectInput/float>
Ignite with the given hitbox fire scale.
Note.pngNote:Page left for viewable history, content moved to prop_physics

Outputs

Note.pngNote:Page left for viewable history, content moved to prop_physics