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
)
Workaround:Use a point_template to spawn a regular prop_physics each time it breaks.
Bug:Doesn't respawn in
Left 4 Dead 2
Note:Other
No edit summary |
m (Classifying as model entity) |
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{{Ent not in fgd}} | {{Ent not in fgd}} | ||
{{CD|CPhysicsPropRespawnable|file1=props.cpp}} | {{CD|CPhysicsPropRespawnable|file1=props.cpp}} | ||
{{this is a| | {{this is a|model entity|name=prop_physics_respawnable}} This entity is the same as [[prop_physics]], except it respawns a set time after breaking/exploding. | ||
{{bug|hidetested=1|1=Breaking this entity using a {{ent|trigger_hurt}} will [https://youtube.com/watch?v=aguKEsHkM0Q crash the game] for all clients! {{jb3|in|addtext-front=''Fixed''{{nbsp}}}} | {{bug|hidetested=1|1=Breaking this entity using a {{ent|trigger_hurt}} will [https://youtube.com/watch?v=aguKEsHkM0Q crash the game] for all clients! {{jb3|in|addtext-front=''Fixed''{{nbsp}}}} | ||
Revision as of 04:34, 19 May 2025
| CPhysicsPropRespawnable |
prop_physics_respawnable is a model entity available in all
Source games. This entity is the same as prop_physics, except it respawns a set time after breaking/exploding.
Keyvalues
- Respawn time (RespawnTime) <integer>
- Amount in seconds this prop will respawn after it breaks.
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." ]