Phys bone follower: Difference between revisions

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(-added class hierarchy)
m (Replaced deprecated template with newer one + minor cleanup)
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{{ent not in fgd|nolink=1|because=it is generated as part of another entity, and does not function on its own}}
{{ent not in fgd|nolink=1|because=it is generated as part of another entity, and does not function on its own}}
{{CD|CBoneFollower|file1=physics_bone_follower.cpp}}
{{CD|CBoneFollower|file1=physics_bone_follower.cpp}}
{{base point|phys_bone_follower}} All props that use a model with [[$collisionjoints]] will generate these. One bone follower is created for every convex piece of its [[collision model]]. These can quickly eat up the [[Entity limit|entity count]]! Enabling the "Disable Bone Followers" keyvalue on the prop will disable bone followers, although the prop will no longer have a functioning collision model, and the model will not be able to [[ragdoll]]. The .phy of a model can also be deleted to remove the collision model and save file space, though this will affect all instances of that model.
{{entity|phys_bone_follower|type=e0}} All props that use a model with [[$collisionjoints]] will generate these. One bone follower is created for every convex piece of its [[collision model]]. These can quickly eat up the [[Entity limit|entity count]]! Enabling the '''"Disable Bone Followers"''' [[KeyValues|KeyValue]] on the prop will disable bone followers, although the prop will no longer have a functioning collision model, and the model will not be able to [[ragdoll]]. The .phy of a model can also be deleted to remove the collision model and save file space, though this will affect all instances of that model.
{{note|Despite common misconception, models which only use a {{ent|$collisionmodel}} do ''not'' create phys_bone_followers.}}
{{note|Despite common misconception, models which only use a {{ent|$collisionmodel}} do ''not'' create phys_bone_followers.}}



Revision as of 06:00, 29 April 2023

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Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because it is generated as part of another entity, and does not function on its own.
C++ Class hierarchy
CBoneFollower
CBaseEntity
C++ physics_bone_follower.cpp

Template:Entity All props that use a model with $collisionjoints will generate these. One bone follower is created for every convex piece of its collision model. These can quickly eat up the entity count! Enabling the "Disable Bone Followers" KeyValue on the prop will disable bone followers, although the prop will no longer have a functioning collision model, and the model will not be able to ragdoll. The .phy of a model can also be deleted to remove the collision model and save file space, though this will affect all instances of that model.

Note.pngNote:Despite common misconception, models which only use a $collisionmodel do not create phys_bone_followers.
An example of phys_bone_followers on a complex model. 15 phys_bone_followers are created for each convex piece of the collision model, resulting in 16 entities! The IN represents the server traffic, a staggering amount for 1 model.

External links

  • Mapping Tricks phys_bone_follower information, and also where the image was received from.