Prop physics override: Difference between revisions
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Note:Models must have a collision wireframe, or they will not work. If you intend to use a collision-less model as a physics object, make it a prop_dynamic and parent it to a func_physbox
(-added class hierarchy, cleanup, see also) |
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** {{ent|prop_physics_multiplayer}} | ** {{ent|prop_physics_multiplayer}} | ||
** {{ent|prop_physics_respawnable}} | ** {{ent|prop_physics_respawnable}} | ||
** {{ent| | ** {{ent|prop_physics}} | ||
** {{ent|prop_sphere}} | ** {{ent|prop_sphere}} | ||
** {{ent|prop_dynamic}} | ** {{ent|prop_dynamic}} | ||
Revision as of 10:27, 10 March 2024
| CPhysicsProp |
prop_physics_override is an e0 available in all
Source games. A prop type that will override the properties built into its model, making it work like a prop_physics entity. The health of props can also be overridden by using this entity.
Generally, if a prop_physics in your map has been removed because its model wasn't meant to be a physics prop, you can use this entity to still make it a prop_physics, without any drawbacks.
Although this entity provides the freedom of turning any prop into a physics prop, 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_physics
- 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.
Keyvalues
- Health (health) <integer>
- Number of points of damage to take before breaking. 0 means don't break.
Note:Regular prop_physics cannot override health but prop_physics_override can. All other Keyvalues / Inputs / Outputs are identical to prop_physics