Prop sphere
		
		
		
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Template:Point ent It is not in any of Valve's FGDs, however.
It is essentially a prop_physics with a perfectly spherical VPhysics collision model. If you want to create an spherical entity, it is far more efficient to use prop_sphere than try to create a spherical collision mesh!
 Tip:The only spherical model in Half-Life 2 is
Tip:The only spherical model in Half-Life 2 is models\combine_helicopter\helicopter_bomb01.mdl. Bug:The collision mesh will not be visible with the vcollide_wireframe 1 command.  [todo tested in ?]
Bug:The collision mesh will not be visible with the vcollide_wireframe 1 command.  [todo tested in ?]Stock FGD
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."
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Extending prop_sphere
Visit this snippet, on how you can improve the existing prop_sphere code.
Stock Keyvalues
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Note:Page left for viewable history, content moved to prop_physicsRenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
- Render Modes 
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
Stock Flags
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Note:Page left for viewable history, content moved to prop_physicsStock Inputs
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Note:Page left for viewable history, content moved to prop_physicsRenderFields:
- Alpha <integer 0–255>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermodeset to a number other than0.
- Color <color255>
- Sets an RGB color for the entity.
Stock Outputs
 Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
