Prop physics override: Difference between revisions
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Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
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{{ | {{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. | ||
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|Health|integer|Number of points of damage to take before breaking. 0 means don't break.}} | |||
{{KV BasePropPhysics}} | |||
== Flags == | == Flags == | ||
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== Inputs == | == Inputs == | ||
{{IO|Ignite|Ignite, burst into flames.}} | |||
{{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}} | |||
[[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.
- 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.
Keyvalues
- Health ([todo internal name (i)]) <integer>
- Number of points of damage to take before breaking. 0 means don't break.

Flags

Inputs
- Ignite
- Ignite, burst into flames.
- IgniteLifetime <float >
Ignite
with the given lifetime.Todo: Before the flames extinguish, or before health reaches zero?
- IgniteNumHitboxFires <integer >
Ignite
with the given number of hitbox fires.
- IgniteHitboxFireScale <float >
Ignite
with the given hitbox fire scale.

Outputs
