Prop physics override: Difference between revisions
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* [[prop_physics]] | * [[prop_physics]] | ||
* [[Prop Types Overview]] | * [[Prop Types Overview]] | ||
* [[Prop Footsteps]] - A tutorial that | * [[Prop Footsteps]] - A tutorial that provides essential code for when players walk on entities like this, it's not ignored during footstep sound computation. | ||
[[Category:Entities]] | [[Category:Entities]] |
Revision as of 20:29, 12 April 2006
Entity Description
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.
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.
Keyvalues
- Template:Kv basepropphysics
- health
- <integer> Number of points of damage to take before breaking. Doesn't break with 0 set here.
Flags
Inputs
- Template:I basepropphysics
- Ignite
Outputs
See Also
- prop_physics
- 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.