Prop dynamic override: Difference between revisions
Jump to navigation
Jump to search
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.
(Update entity description) |
|||
Line 1: | Line 1: | ||
{{base point|prop_dynamic_override}} A | {{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. | ||
== 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.
- 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.