Prop physics override: Difference between revisions
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{{wrongtitle|title=prop_physics_override}} | {{wrongtitle|title=prop_physics_override}} | ||
==Entity Description== | == 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. | A prop type that will override the properties built into its model, making it work like a <code>[[prop_physics]]</code> 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. | Generally, if a <code>prop_physics</code> 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 <code>prop_physics</code>, 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. | 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. | ||
==Availability== | == Availability == | ||
{{in game|point}} {{game-base}} | {{in game|point}} {{game-base}} | ||
{{in code|class=class_c_physics_prop.html CPhysicsProp|file=props_8cpp-source.html props.cpp}} | {{in code|class=class_c_physics_prop.html CPhysicsProp|file=props_8cpp-source.html props.cpp}} | ||
==Keyvalues== | == Keyvalues == | ||
* {{kv basepropphysics}} | * {{kv basepropphysics}} | ||
* '''health''' | * '''health''' | ||
: <integer> Number of points of damage to take before breaking. Doesn't break with 0 set here. | : <integer> Number of points of damage to take before breaking. Doesn't break with 0 set here. | ||
==Flags== | == Flags == | ||
* {{fl basepropphysics}} | * {{fl basepropphysics}} | ||
==Inputs== | == Inputs == | ||
* {{i basepropphysics}} | * {{i basepropphysics}} | ||
* '''Ignite''' | * '''Ignite''' | ||
==Outputs== | == Outputs == | ||
* {{o basepropphysics}} | * {{o basepropphysics}} | ||
==See | == See also == | ||
* [[prop_physics]] | * [[prop_physics]] | ||
* [[Prop Types Overview]] | * [[Prop Types Overview]] |
Revision as of 03:00, 28 August 2007
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.
Availability
Template:In game Template:Game-base Template:In code
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.