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Prop dynamic override: Difference between revisions

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(I don't think this fits being a codenote. doesn't have much relevance to coding)
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{{CD|CDynamicProp|file1=props.cpp}}
{{CD|CDynamicProp|file1=props.cpp}}
{{this is a|point entity|name=prop_dynamic_override}} A variant of {{ent|prop_dynamic}} which will permit using models designed to be used as {{ent|prop_physics}}. Although this entity provides the freedom of turning physics props into dynamic props, 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.
{{this is a|point entity|name=prop_dynamic_override}} A variant of {{ent|prop_dynamic}} which will permit using models designed to be used as {{ent|prop_physics}}. Although this entity provides the freedom of turning physics props into dynamic props, 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.
{{codenote|Spawned entity's classname in-game is automatically changed to <code>prop_dynamic</code>}}
{{important|Spawned entity's classname in-game is automatically changed to <code>prop_dynamic</code>}}
{{OtherKIO|prop_dynamic|All}}
{{OtherKIO|prop_dynamic|All}}
{{tip|In {{l4ds}} <code>DisableBoneFollowers</code> keyvalue doesn't exist so when there is need to spawn a model with no [[phys_bone_follower]]s then using this entity with collision set to <code>Not Solid</code> will prevent them from spawning}}
{{tip|In {{l4ds}} <code>DisableBoneFollowers</code> keyvalue doesn't exist so when there is need to spawn a model with no [[phys_bone_follower]]s then using this entity with collision set to <code>Not Solid</code> will prevent them from spawning}}

Revision as of 20:07, 6 March 2025

C++ Class hierarchy
CDynamicProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity
C++ props.cpp

prop_dynamic_override is a point entity available in all Source Source games. A variant of prop_dynamic which will permit using models designed to be used as prop_physics. Although this entity provides the freedom of turning physics props into dynamic props, 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.

Icon-Important.pngImportant:Spawned entity's classname in-game is automatically changed to prop_dynamic
Note.pngNote:All Keyvalues / Inputs / Outputs are same as prop_dynamic.
Tip.pngTip:In Left 4 Dead seriesLeft 4 Dead series DisableBoneFollowers keyvalue doesn't exist so when there is need to spawn a model with no phys_bone_followers then using this entity with collision set to Not Solid will prevent them from spawning

See also