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Prop static (Source 2): Difference between revisions

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m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
m (Fixed one of the values to remove the ??? as an example, will fix the rest when I have time to double check values in Hammer.)
Line 6: Line 6:
{{KV|model|string|The [[Model|model]] this entity should appear as.}}
{{KV|model|string|The [[Model|model]] this entity should appear as.}}
{{KV|rendercolor|color255}}
{{KV|rendercolor|color255}}
{{KV|skin|integer}}
{{KV|Skin|intn=skin|integer}}
 
{{KV|solid|integer}}
{{KV|solid|integer}}
{{KV|bakelighting}}
{{KV|bakelighting}}
{{KV|disableshadows}}
{{KV|disableshadows}}

Revision as of 10:14, 19 June 2024

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prop_static is a point entity available in all Source 2 Source 2 games. It is used to place models on to a map

Keyvalues

model ([todo internal name (i)]) <string>
The model this entity should appear as.
rendercolor ([todo internal name (i)]) <color255>
Skin (skin) <integer>
solid ([todo internal name (i)]) <integer>
bakelighting ([todo internal name (i)])
disableshadows ([todo internal name (i)])
emissive ([todo internal name (i)]) <boolean>
emissive_lighting_boost ([todo internal name (i)]) <float>
lightmapscalebias ([todo internal name (i)]) <integer>
lightingorigin ([todo internal name (i)])
bakelightdoublesided ([todo internal name (i)]) <boolean>


visoccluder ([todo internal name (i)]) <boolean>