Db prop sphere override: Difference between revisions
Craziestdan (talk | contribs) m (New page: {{wrongtitle|title=db_prop_sphere_override}} == Entity Description == This entity is a duplicate and functions the same as a prop_physics_override. The only difference with the db_pro...) |
Craziestdan (talk | contribs) m (screw that) |
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== Entity Description == | == Entity Description == | ||
This entity is a duplicate and functions the same as a [[prop_physics_override]]. The only difference with the db_prop_sphere_override is it uses a coded collision model, a perfectly round sphere (and is cheaper then regular prop_physics). Use this entity with models such as marbles, rocks, buolders, etc. It will roll perfectly with no rockiness (that you'd usually get with a prop_physics). It has no use as a standard prop physics, only use for something round shaped that you want to roll smooth & perfectly. It also adds an extra key value ('''Radius''') for overriding the radius of the collision model (regular db_prop_sphere will use the squared radius of the model you're using). As most of Dreamball's physics props require the use of [[prop_physics_override]] to be used (instead of [[prop_physics]] you'll most likely need to use this entity instead of [[db_prop_sphere]]. | This entity is a duplicate and functions the same as a [[prop_physics_override]]. The only difference with the db_prop_sphere_override is it uses a coded collision model, a perfectly round sphere (and is cheaper then regular prop_physics). Use this entity with models such as marbles, rocks, buolders, etc. It will roll perfectly with no rockiness (that you'd usually get with a prop_physics). It has no use as a standard prop physics, only use for something round shaped that you want to roll smooth & perfectly. | ||
It also adds an extra key value ('''Radius''') for overriding the radius of the collision model (regular db_prop_sphere will use the squared radius of the model you're using). As most of Dreamball's physics props require the use of [[prop_physics_override]] to be used (instead of [[prop_physics]] you'll most likely need to use this entity instead of [[db_prop_sphere]]. | |||
*This entity uses all the same functions as [[prop_physics_override]]. See that entity for a list of it's properties you can use. = | |||
== Keyvalues == | == Keyvalues == | ||
* '''Radius''' | * '''Radius''' | ||
: Overrides the sphere-radius (collision). A negative value means using the radius calculated from the model. Using a higher value, i.e. 30 units will make the model's collision sphere be 30 units, but if the model was only 20 units big then you'll have a floating model with 10 units extra space. Only override it if you ''really'' need to. | : Overrides the sphere-radius (collision). A negative value means using the radius calculated from the model. Using a higher value, i.e. 30 units will make the model's collision sphere be 30 units, but if the model was only 20 units big then you'll have a floating model with 10 units extra space. Only override it if you ''really'' need to. | ||
Revision as of 19:04, 30 April 2009
Entity Description
This entity is a duplicate and functions the same as a prop_physics_override. The only difference with the db_prop_sphere_override is it uses a coded collision model, a perfectly round sphere (and is cheaper then regular prop_physics). Use this entity with models such as marbles, rocks, buolders, etc. It will roll perfectly with no rockiness (that you'd usually get with a prop_physics). It has no use as a standard prop physics, only use for something round shaped that you want to roll smooth & perfectly.
It also adds an extra key value (Radius) for overriding the radius of the collision model (regular db_prop_sphere will use the squared radius of the model you're using). As most of Dreamball's physics props require the use of prop_physics_override to be used (instead of prop_physics you'll most likely need to use this entity instead of db_prop_sphere.
- This entity uses all the same functions as prop_physics_override. See that entity for a list of it's properties you can use. =
Keyvalues
- Radius
- Overrides the sphere-radius (collision). A negative value means using the radius calculated from the model. Using a higher value, i.e. 30 units will make the model's collision sphere be 30 units, but if the model was only 20 units big then you'll have a floating model with 10 units extra space. Only override it if you really need to.