Prop physics respawnable: Difference between revisions
		
		
		
		
		
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 Bug:Breaking this entity using a trigger_hurt will crash the game for all clients! (Fixed in
Bug:Breaking this entity using a trigger_hurt will crash the game for all clients! (Fixed in  )
)
 Workaround:Use a point_template to spawn a regular prop_physics each time it breaks.  [todo tested in ?]
Workaround:Use a point_template to spawn a regular prop_physics each time it breaks.  [todo tested in ?]
 Note:Other
Note:Other 
		
	
|  (see also) |  (not in fgd) | ||
| Line 1: | Line 1: | ||
| {{Ent not in fgd}} | |||
| {{CD|CPhysicsPropRespawnable|file1=props.cpp}} | {{CD|CPhysicsPropRespawnable|file1=props.cpp}} | ||
| {{this is a|point entity|name=prop_physics_respawnable}} This entity is the same as [[prop_physics]], except it respawns a set time after breaking/exploding. | {{this is a|point entity|name=prop_physics_respawnable}} This entity is the same as [[prop_physics]], except it respawns a set time after breaking/exploding. | ||
| Line 9: | Line 10: | ||
| {{OtherKIO|prop_physics}} | {{OtherKIO|prop_physics}} | ||
| == FGD Code == | |||
| <pre> | |||
| @PointClass base(prop_physics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_respawnable : | |||
| 	"This class is the same as prop_physics, except it respawns after it breaks" | |||
| [ | |||
| 	RespawnTime(float) : "Respawn Time" : 60 : "Ammount in seconds this prop will respawn after it breaks." | |||
| ]</pre> | |||
| == See also == | == See also == | ||
Revision as of 02:07, 14 March 2025
|  Class hierarchy | 
|---|
| CPhysicsPropRespawnable | 
|  props.cpp | 
prop_physics_respawnable  is a   point entity  available in all  Source games. This entity is the same as prop_physics, except it respawns a set time after breaking/exploding.
 Source games. This entity is the same as prop_physics, except it respawns a set time after breaking/exploding.
 Bug:Breaking this entity using a trigger_hurt will crash the game for all clients! (Fixed in
Bug:Breaking this entity using a trigger_hurt will crash the game for all clients! (Fixed in  )
)
 Workaround:Use a point_template to spawn a regular prop_physics each time it breaks.
Workaround:Use a point_template to spawn a regular prop_physics each time it breaks.Keyvalues
- Respawn time (RespawnTime) <integer>
- Amount in seconds this prop will respawn after it breaks.
 Note:Other
Note:Other Keyvalues / Inputs / Outputs are same as prop_physics.FGD Code
@PointClass base(prop_physics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_respawnable : "This class is the same as prop_physics, except it respawns after it breaks" [ RespawnTime(float) : "Respawn Time" : 60 : "Ammount in seconds this prop will respawn after it breaks." ]








