This article's documentation is for anything that uses the Source engine. Click here for more information.

Prop dynamic override: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(-added class hierarchy, cleanup)
(-tip (check other game it applies in))
Line 3: Line 3:
{{Note|Spawned entity's classname in-game is automatically changed to <code>prop_dynamic</code>}}
{{Note|Spawned entity's classname in-game is automatically changed to <code>prop_dynamic</code>}}
{{Note|All <code>KeyValues / Inputs / Outputs</code> are identical to prop_dynamic}}
{{Note|All <code>KeyValues / Inputs / Outputs</code> are identical to prop_dynamic}}
{{tip|In {{l4ds}} <code>DisableBoneFollowers</code> keyvalue doesn't exist so when there is need to spawn a model with no [[phys_bone_follower]]s then using this entity with collision set to <code>Not Solid</code> will prevent them from spawning}}


==See also==
==See also==

Revision as of 18:08, 6 March 2024

C++ Class hierarchy
CDynamicProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity
C++ props.cpp

prop_dynamic_override is an e0 available in all Source Source games. A variant of prop_dynamic which will permit using models designed to be used as prop_physics. Although this entity provides the freedom of turning physics props into dynamic props, 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.

Note.pngNote:Spawned entity's classname in-game is automatically changed to prop_dynamic
Note.pngNote:All KeyValues / Inputs / Outputs are identical to prop_dynamic
Tip.pngTip:In Left 4 Dead seriesLeft 4 Dead series DisableBoneFollowers keyvalue doesn't exist so when there is need to spawn a model with no phys_bone_followers then using this entity with collision set to Not Solid will prevent them from spawning

See also