Prop physics override: Difference between revisions
Jump to navigation
Jump to search
Note:Models must have a collision wireframe, or they will not work. If you intend to use a collision-less model as a physics object, make it a prop_dynamic and parent it to a nodrawn func_physbox.
Important:Spawned entity's classname in-game is automatically changed to
SirYodaJedi (talk | contribs) mNo edit summary |
No edit summary |
||
Line 10: | Line 10: | ||
* [[Prop Types Overview]] | * [[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. | * [[Prop Footsteps]] - A tutorial that provides essential code for when players walk on entities like this, it's not ignored during footstep sound computation. | ||
{{important|Spawned entity's classname in-game is automatically changed to <code>prop_physics</code>}} | |||
== Keyvalues == | == Keyvalues == |
Revision as of 20:07, 6 March 2025
![]() |
---|
CPhysicsProp |
![]() |
prop_physics_override
is a point entity available in all Source games. 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.
- 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.

prop_physics
Keyvalues
- Health (health) <integer>
- Number of points of damage to take before breaking. 0 means don't break.
Note:Regular prop_physics cannot override health but prop_physics_override can. All other
Keyvalues / Inputs / Outputs
are same as prop_physics.