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Prop sphere: Difference between revisions

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(-added class hierarchy, cleanup)
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
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{{Ent not in fgd}}
{{Ent not in fgd}}
{{CD|CPhysSphere|file1=props.cpp}}
{{CD|CPhysSphere|file1=props.cpp}}
{{this is a|name=prop_sphere|engine=2|e0}}
{{this is a|point entity|name=prop_sphere|engine=Source}}
It is essentially a [[prop_physics]] with a perfectly spherical [[VPhysics]] collision model of 12 units radius. If you want to create a spherical entity, it is far more efficient to use prop_sphere than try to create a spherical [[collision mesh]]!
It is essentially a [[prop_physics]] with a perfectly spherical [[VPhysics]] collision model of 12 units radius. If you want to create a spherical entity, it is far more efficient to use prop_sphere than try to create a spherical [[collision mesh]]!



Revision as of 17:37, 17 May 2024

Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
C++ Class hierarchy
CPhysSphere
CPhysicsProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity
C++ props.cpp

prop_sphere is a point entity available in all Source Source games. It is essentially a prop_physics with a perfectly spherical VPhysics collision model of 12 units radius. If you want to create a spherical entity, it is far more efficient to use prop_sphere than try to create a spherical collision mesh!

Tip.pngTip:The only spherical model in Half-Life 2 is models\combine_helicopter\helicopter_bomb01.mdl.
Icon-Bug.pngBug:The collision mesh will not be visible with the vcollide_wireframe 1 command.  [todo tested in ?]

Keyvalues

Radius (radius) <float> (only in Portal 2: Community Edition)
The radius for the sphere.

FGD Code

If you don't intend to make any changes to the entity's C++ code, use this:

@PointClass base(BasePropPhysics, RenderFields) studioprop() = prop_sphere : "Creates a perfect sphere."
[
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See also