Prop physics override: Difference between revisions

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{{wrongtitle|title=prop_physics_override}}
{{base point|prop_physics_override}} 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.
{{base_point}}
 
== Entity Description ==
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 <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.
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.
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== Keyvalues ==
== Keyvalues ==
* {{KV BasePropPhysics}}
{{KV|Health|integer|Number of points of damage to take before breaking. 0 means don't break.}}
* '''health'''
{{KV BasePropPhysics}}
: <integer> Number of points of damage to take before breaking. Doesn't break with 0 set here.


== Flags ==
== Flags ==
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== Inputs ==
== Inputs ==
* {{I BasePropPhysics}}
{{IO|Ignite|Ignite, burst into flames.}}
* '''Ignite'''
{{IO|IgniteLifetime|<code>Ignite</code> with the given lifetime. {{todo|Before the flames extinguish, or before health reaches zero?}}|param=float}}
{{IO|IgniteNumHitboxFires|<code>Ignite</code> with the given number of hitbox fires.|param=integer}}
{{IO|IgniteHitboxFireScale|<code>Ignite</code> with the given hitbox fire scale.|param=float}}
{{I BasePropPhysics}}


== Outputs ==
== Outputs ==
* {{O BasePropPhysics}}
{{O BasePropPhysics}}


[[Category:Physics]]
[[Category:Physics]]

Revision as of 15:57, 28 July 2011

Template:Base point 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.

Template:In code

Keyvalues

Health ([todo internal name (i)]) <integer>
Number of points of damage to take before breaking. 0 means don't break.
Note.pngNote:Page left for viewable history, content moved to prop_physics

Flags

Note.pngNote:Page left for viewable history, content moved to prop_physics

Inputs

Ignite
Ignite, burst into flames.
IgniteLifetime <floatRedirectInput/float>
Ignite with the given lifetime.
Todo: Before the flames extinguish, or before health reaches zero?
IgniteNumHitboxFires <integerRedirectInput/integer>
Ignite with the given number of hitbox fires.
IgniteHitboxFireScale <floatRedirectInput/float>
Ignite with the given hitbox fire scale.
Note.pngNote:Page left for viewable history, content moved to prop_physics

Outputs

Note.pngNote:Page left for viewable history, content moved to prop_physics