This article's documentation is for Source 2. Click here for more information.

Prop static (Source 2): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (→‎top: clean up, replaced: {{EntityTabs → {{tabs)
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
Line 1: Line 1:
{{tabs|main=source|source=1|source2=1|prop_static}}
{{tabs|main=source|source=1|source2=1|prop_static}}
{{stub}}
{{stub}}
{{This is a|name=prop_static|e0|engine=3}} It is used to place models on to a map
{{this is a|point entity|name=prop_static|engine=Source 2}} It is used to place models on to a map


==Keyvalues==
==Keyvalues==

Revision as of 20:45, 17 May 2024

Stub

This article or section is a stub. You can help by expanding it.

prop_static is a point entity available in all Source 2 Source 2 games. It is used to place models on to a map

Keyvalues

model ([todo internal name (i)]) <string>
The model this entity should appear as.
rendercolor ([todo internal name (i)]) <color255>
skin ([todo internal name (i)]) <integer>


solid ([todo internal name (i)]) <integer>


bakelighting ([todo internal name (i)])
disableshadows ([todo internal name (i)])
emissive ([todo internal name (i)]) <boolean>
emissive_lighting_boost ([todo internal name (i)]) <float>
lightmapscalebias ([todo internal name (i)]) <integer>
lightingorigin ([todo internal name (i)])
bakelightdoublesided ([todo internal name (i)]) <boolean>


visoccluder ([todo internal name (i)]) <boolean>