Prop dynamic override: Difference between revisions
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Note:Spawned entity's classname in-game is automatically changed to
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{{CD|CDynamicProp|file1=props.cpp}} | {{CD|CDynamicProp|file1=props.cpp}} | ||
{{this is a| | {{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 15:37, 17 May 2024
| CDynamicProp |
prop_dynamic_override is a point entity available in all
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.
prop_dynamicKeyValues / Inputs / Outputs are identical to prop_dynamicDisableBoneFollowers 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 spawningSee also
- 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.
- prop_dynamic
- prop_physics_override