Prop physics override: Difference between revisions
		
		
		
		
		
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| m (→Availability:  class&file) | m (cleanup) | ||
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| {{wrongtitle|title=prop_physics_override}} | {{wrongtitle|title=prop_physics_override}} | ||
| ==Entity Description== | == Entity Description == | ||
| A prop type that will override the properties built into its model, making it work like a [[prop_physics]] entity. The health of props can also be overridden by using this entity. | A prop type that will override the properties built into its model, making it work like a <code>[[prop_physics]]</code> entity. The health of props can also be overridden by using this entity. | ||
| Generally, if a prop_physics in your map has been removed because its model wasn't meant to be a physics prop, you can use this entity to still make it a prop_physics, without any drawbacks. | Generally, if a <code>prop_physics</code> in your map has been removed because its model wasn't meant to be a physics prop, you can use this entity to still make it a <code>prop_physics</code>, without any drawbacks. | ||
| Although this entity provides the freedom of turning any prop into a physics prop, be aware of that players will rely on the behavior of props to be more or less consistent with other maps, and even other Source games. | Although this entity provides the freedom of turning any prop into a physics prop, be aware of that players will rely on the behavior of props to be more or less consistent with other maps, and even other Source games. | ||
| ==Availability== | == Availability == | ||
| {{in game|point}} {{game-base}} | {{in game|point}} {{game-base}} | ||
| {{in code|class=class_c_physics_prop.html CPhysicsProp|file=props_8cpp-source.html props.cpp}} | {{in code|class=class_c_physics_prop.html CPhysicsProp|file=props_8cpp-source.html props.cpp}} | ||
| ==Keyvalues== | == Keyvalues == | ||
| * {{kv basepropphysics}} | * {{kv basepropphysics}} | ||
| * '''health''' | * '''health''' | ||
| : <integer> Number of points of damage to take before breaking. Doesn't break with 0 set here. | : <integer> Number of points of damage to take before breaking. Doesn't break with 0 set here. | ||
| ==Flags== | == Flags == | ||
| * {{fl basepropphysics}} | * {{fl basepropphysics}} | ||
| ==Inputs== | == Inputs == | ||
| * {{i basepropphysics}} | * {{i basepropphysics}} | ||
| * '''Ignite''' | * '''Ignite''' | ||
| ==Outputs== | == Outputs == | ||
| * {{o basepropphysics}} | * {{o basepropphysics}} | ||
| ==See  | == See also == | ||
| * [[prop_physics]] | * [[prop_physics]] | ||
| * [[Prop Types Overview]] | * [[Prop Types Overview]] | ||
Revision as of 03:00, 28 August 2007
Entity Description
A prop type that will override the properties built into its model, making it work like a prop_physics entity. The health of props can also be overridden by using this entity.
Generally, if a prop_physics in your map has been removed because its model wasn't meant to be a physics prop, you can use this entity to still make it a prop_physics, without any drawbacks.
Although this entity provides the freedom of turning any prop into a physics prop, be aware of that players will rely on the behavior of props to be more or less consistent with other maps, and even other Source games.
Availability
Template:In game Template:Game-base Template:In code
Keyvalues
- Template:Kv basepropphysics
- health
- <integer> Number of points of damage to take before breaking. Doesn't break with 0 set here.
Flags
Inputs
- Template:I basepropphysics
- Ignite
Outputs
See also
- prop_physics
- Prop Types Overview
- Prop Footsteps - A tutorial that provides essential code for when players walk on entities like this, it's not ignored during footstep sound computation.