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 func_physbox
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
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{{ | {{Entity|prop_physics_override|type=e0}} 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 [[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 [[func_physbox]]}} |
Revision as of 10:19, 20 February 2023
Template:Entity 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.

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.
Keyvalues
- Health (health) <integer>
- Number of points of damage to take before breaking. 0 means don't break.

Flags

Inputs
- Ignite
- Ignite, burst into flames.
- IgniteLifetime <float >
Ignite
with the given lifetime.Todo: Before the flames extinguish, or before health reaches zero?
- IgniteNumHitboxFires <integer >
Ignite
with the given number of hitbox fires.
- IgniteHitboxFireScale <float >
Ignite
with the given hitbox fire scale.

Outputs
