Db prop sphere override

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Revision as of 19:01, 30 April 2009 by Craziestdan (talk | contribs) (New page: {{wrongtitle|title=db_prop_sphere_override}} == Entity Description == This entity is a duplicate and functions the same as a prop_physics_override. The only difference with the db_pro...)
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Entity Description

This entity is a duplicate and functions the same as a prop_physics_override. The only difference with the db_prop_sphere_override is it uses a coded collision model, a perfectly round sphere (and is cheaper then regular prop_physics). Use this entity with models such as marbles, rocks, buolders, etc. It will roll perfectly with no rockiness (that you'd usually get with a prop_physics). It has no use as a standard prop physics, only use for something round shaped that you want to roll smooth & perfectly. It also adds an extra key value (Radius) for overriding the radius of the collision model (regular db_prop_sphere will use the squared radius of the model you're using). As most of Dreamball's physics props require the use of prop_physics_override to be used (instead of prop_physics you'll most likely need to use this entity instead of db_prop_sphere.

Keyvalues

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  • health
<integer> Number of points of damage to take before breaking. Doesn't break with 0 set here.
  • Radius
Overrides the sphere-radius (collision). A negative value means using the radius calculated from the model. Using a higher value, i.e. 30 units will make the model's collision sphere be 30 units, but if the model was only 20 units big then you'll have a floating model with 10 units extra space. Only override it if you really need to.

Flags

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Inputs

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  • Ignite

Outputs

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