Prop dynamic override: Difference between revisions
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Note:This keyvalue is only on the prop_dynamic_override, it is not on the prop_dynamic
Note:This can be used so that the prop accepts negative values for the input "setplaybackrate" so the prop does reverse animations.
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{{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}} | {{KV|AnimateEveryFrame|boolean|Force this prop to animate every frame. Don't use this unless you know what you are doing.|since=P2}} | ||
{{note|This keyvalue is only on the prop_dynamic_override, it is not on the prop_dynamic }} | |||
{{note|This can be used so that the prop accepts negative values for the input "setplaybackrate" so the prop does reverse animations.}} | |||
{{todo| find other purposes for this keyvalue}} | |||
== Flags == | == Flags == |
Revision as of 17:02, 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.


Todo: find other purposes for this keyvalue
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.