Simple physics prop: Difference between revisions
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Note:If placed manually using Hammer, the entity will spawn suspended in mid-air and without any solidity. It's usually better to use a phys_convert on a prop_dynamic, or just use a prop_physics.
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{{note|If placed manually using Hammer, the entity will spawn suspended in mid-air and without any solidity. It's usually better to use a phys_convert on a [[prop_dynamic]], or just use a [[prop_physics]].}} | {{note|If placed manually using Hammer, the entity will spawn suspended in mid-air and without any solidity. It's usually better to use a phys_convert on a [[prop_dynamic]], or just use a [[prop_physics]].}} | ||
==See | ==See also== | ||
* [[prop_physics]] - Conventional physics prop | * [[prop_physics]] - Conventional physics prop | ||
* [[simple_physics_brush]] - Brush counterpart | * [[simple_physics_brush]] - Brush counterpart |
Revision as of 12:53, 8 January 2024

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CSimplePhysicsProp |
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simple_physics_prop
is an e0 available in all Source games. It is a simple physics prop with no unique properties. Model-based entities converted by phys_convert are turned into this entity. Doesn't have any physics when spawned by other means. This is also used for objects being dissolved by a trigger_portal_cleanser.

See also
- prop_physics - Conventional physics prop
- simple_physics_brush - Brush counterpart