Prop physics override: Difference between revisions
		
		
		
		
		
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| m (More concise) |  (Availability: All four games.) | ||
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| 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. | 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. | ||
| ==Availability== | |||
| {{in game|point}} {{game-base}} | |||
| {{in code|class=???|file=???}} | |||
| ==Keyvalues== | ==Keyvalues== | ||
Revision as of 09:35, 20 April 2006
Entity Description
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.
Availability
Template:In game Template:Game-base Template:In code
Keyvalues
- Template:Kv basepropphysics
- health
- <integer> Number of points of damage to take before breaking. Doesn't break with 0 set here.
Flags
Inputs
- Template:I basepropphysics
- Ignite
Outputs
See Also
- 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.