Prop dynamic override: Difference between revisions

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{{base point|prop_dynamic_override}} A prop that can be placed in hierarchy and can play animations. It can also be configured to break when it takes enough damage.
{{base point|prop_dynamic_override}} A variant of {{ent|prop_dynamic}} which will permit using models designed to be used as {{ent|prop_physics}}. Although this entity provides the freedom of turning physics props into dynamic props, 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_dynamic_override''' is a prototyping entity only. It will allow the use of models designed to be used as [[prop_physics]].


== Keyvalues ==
== Keyvalues ==

Revision as of 17:58, 19 January 2018

Template:Base point A variant of prop_dynamic which will permit using models designed to be used as prop_physics. Although this entity provides the freedom of turning physics props into dynamic props, 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.

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