Prop dynamic override: Difference between revisions
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{{ | {{base point|prop_dynamic_override}} A prop that can be placed in hierarchy and can play animations. It can also be configured to break when it takes enough damage. | ||
'''prop_dynamic_override''' is a prototyping entity only. It will allow the use of models designed to be used as [[prop_physics]]. | |||
== Keyvalues == | |||
{{KV|Health|integer|Number of points of damage to take before breaking. 0 means don't break.}} | |||
{{KV prop_dynamic_base}} | |||
== Flags == | |||
{{Fl prop_dynamic_base}} | |||
== Inputs == | |||
{{I prop_dynamic_base}} | |||
== Outputs == | |||
{{O prop_dynamic_base}} | |||
== See also == | == See also == |
Revision as of 15:45, 28 July 2011
Template:Base point A prop that can be placed in hierarchy and can play animations. It can also be configured to break when it takes enough damage.
prop_dynamic_override is a prototyping entity only. It will allow the use of models designed to be used as prop_physics.
Keyvalues
- Health ([todo internal name (i)]) <integer>
- Number of points of damage to take before breaking. 0 means don't break.
Flags
Inputs
Outputs
See also
- prop_dynamic
- 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.