Prop sphere: Difference between revisions
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Tip:The only spherical model in Half-Life 2 is
Confirm:Not all prop_physics KVs are applicable to this entity. Changing modelscale for example seems to produce effects with the physics.
Bug:The collision mesh will not be visible with the vcollide_wireframe 1 command. [todo tested in ?]
(Radius KV also exists in Garry's Mod) |
m (Classifying as model entity) |
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Line 1: | Line 1: | ||
{{Ent not in fgd}} | {{Ent not in fgd}} | ||
{{CD|CPhysSphere|file1=props.cpp}} | {{CD|CPhysSphere|file1=props.cpp}} | ||
{{this is a| | {{this is a|model 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 04:34, 19 May 2025
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CPhysSphere |
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prop_sphere
is a model entity available in all 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!

models\combine_helicopter\helicopter_bomb01.mdl
.

Keyvalues
- Radius (radius) <float> (only in
)
- 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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