Prop dynamic override: Difference between revisions
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{{KV|Health|integer|Number of points of damage to take before breaking. 0 means don't break.}} | {{KV|Health|integer|Number of points of damage to take before breaking. 0 means don't break.}} | ||
{{KV prop_dynamic_base}} | {{KV prop_dynamic_base}} | ||
{{KV|AnimateEveryFrame|boolean|Force this prop to animate every frame. Don't use this unless you know what you are doing.|since=P2}} | |||
== Flags == | == Flags == |
Revision as of 16:54, 5 August 2012
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.
- AnimateEveryFrame ([todo internal name (i)]) <boolean> (in all games since
)
- Force this prop to animate every frame. Don't use this unless you know what you are doing.
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.