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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]].}}
{{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 Also==
==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

Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because it can only be configured through code.
C++ Class hierarchy
CSimplePhysicsProp
CBaseProp
CBaseAnimating
CBaseEntity
C++ physobj.cpp

simple_physics_prop is an e0 available in all Source 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.

Note.pngNote: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 also