Prop dynamic override: Difference between revisions

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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.

Template:KV prop dynamic base

AnimateEveryFrame ([todo internal name (i)]) <boolean> (in all games since Portal 2)
Force this prop to animate every frame. Don't use this unless you know what you are doing.
Note.pngNote:This keyvalue is only on the prop_dynamic_override, it is not on the prop_dynamic
Note.pngNote: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

Template:Fl prop dynamic base

Inputs

Template:I prop dynamic base

Outputs

Template:O prop dynamic base

See also