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Prop dynamic override: Difference between revisions

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(-tip (check other game it applies in))
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
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{{CD|CDynamicProp|file1=props.cpp}}
{{CD|CDynamicProp|file1=props.cpp}}
{{this is a|e0|name=prop_dynamic_override}} A variant of {{ent|prop_dynamic}} which will permit using models designed to be used as {{ent|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.
{{this is a|point entity|name=prop_dynamic_override}} A variant of {{ent|prop_dynamic}} which will permit using models designed to be used as {{ent|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|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}}

Revision as of 16:37, 17 May 2024

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

prop_dynamic_override is a point entity 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