Prop sphere: Difference between revisions
Jump to navigation
Jump to search
Tip:The only spherical model in Half-Life 2 is
Confirm:Not all prop_physics KVs are applicable to this entity. Changing modelscale for example seems to produce effects with the physics.
Bug:The collision mesh will not be visible with the vcollide_wireframe 1 command. [todo tested in ?]
mNo edit summary |
(Radius KV also exists in Garry's Mod) |
||
Line 10: | Line 10: | ||
== Keyvalues == | == Keyvalues == | ||
{{KV|Radius|intn=radius|float|The radius for the sphere.|only={{P2CE}}}} | {{KV|Radius|intn=radius|float|The radius for the sphere.|only={{P2CE}}{{gmod}}}} | ||
== FGD Code == | == FGD Code == |
Revision as of 15:08, 10 January 2025
![]() |
---|
CPhysSphere |
![]() |
prop_sphere
is a point entity available in all Source games.
It is essentially a prop_physics with a perfectly spherical VPhysics collision model of 12 units radius. If you want to create a spherical entity, it is far more efficient to use prop_sphere than try to create a spherical collision mesh!

models\combine_helicopter\helicopter_bomb01.mdl
.

Keyvalues
- Radius (radius) <float> (only in
)
- The radius for the sphere.
FGD Code
If you don't intend to make any changes to the entity's C++ code, use this:
@PointClass base(BasePropPhysics, RenderFields) studioprop() = prop_sphere : "Creates a perfect sphere."
[
]