Prop physics override: Difference between revisions

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{{base point|prop_physics_override}} A prop type that will override the properties built into its model, making it work like a <code>[[prop_physics]]</code> entity. The health of props can also be overridden by using this entity.
{{Entity|prop_physics_override|type=e0}} A prop type that will override the properties built into its model, making it work like a <code>[[prop_physics]]</code> entity. The health of props can also be overridden by using this entity.


{{note|Models must have a collision wireframe, or they will not work. If you intend to use a collision-less model as a physics object, make it a [[prop_dynamic]] and parent it to a [[func_physbox]]}}
{{note|Models must have a collision wireframe, or they will not work. If you intend to use a collision-less model as a physics object, make it a [[prop_dynamic]] and parent it to a [[func_physbox]]}}

Revision as of 10:19, 20 February 2023

Template:Entity A prop type that will override the properties built into its model, making it work like a prop_physics entity. The health of props can also be overridden by using this entity.

Note.pngNote:Models must have a collision wireframe, or they will not work. If you intend to use a collision-less model as a physics object, make it a prop_dynamic and parent it to a func_physbox

Generally, if a prop_physics in your map has been removed because its model wasn't meant to be a physics prop, you can use this entity to still make it a prop_physics, without any drawbacks.

Although this entity provides the freedom of turning any prop into a physics prop, 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.

C++ In code, it is represented by theCPhysicsPropclass, defined in theprops.cppfile.

Keyvalues

Health (health) <integer>
Number of points of damage to take before breaking. 0 means don't break.
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Flags

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Inputs

Ignite
Ignite, burst into flames.
IgniteLifetime <floatRedirectInput/float>
Ignite with the given lifetime.
Todo: Before the flames extinguish, or before health reaches zero?
IgniteNumHitboxFires <integerRedirectInput/integer>
Ignite with the given number of hitbox fires.
IgniteHitboxFireScale <floatRedirectInput/float>
Ignite with the given hitbox fire scale.
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Outputs

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