Prop dynamic

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Revision as of 04:40, 18 September 2009 by TomEdwards (talk | contribs) (cleanup)
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Template:Base point It is used to add an arbitrary model to the world that can animate itself and move between positions.

A prop_dynamic cannot move around on its own however: it must be parented to an entity that can. For instance, to create a functional Razortrain you would parent the various engines and carriages, as prop_dynamic, to an invisible func_tracktrain brush entity.

Dynamic props receive "point lighting": one value, re-sampled every frame, is applied to the entire model. point_spotlights (per-vertex) and env_projectedtextures (per-pixel) can overcome this.

Tip.pngTip:If your model is never going to move and/or requires detailed lighting, consider using prop_static (which is cheaper).
Note.pngNote:To enforce consistency, models with embedded physics data cannot by default be used by prop_dynamic. Use the Hammer model browser's Info tab to check for support.

Uses

  • Buttons can be created by enveloping a prop_dynamic button inside an invisible func_button, then using the SetAnimation input.
  • Similarly, levers can be created by enveloping a prop_dynamic lever inside a func_rot_button (or momentary_rot_button). No animations needed this time!
  • A prop_dynamic can be configured to break apart after receiving damage.
    Icon-Bug.pngBug:Health set inside the model will override health set in Hammer!  [todo tested in ?]

See also

Keyvalues

Template:KV PropDynamicBase

Flags

Inputs

Template:I PropDynamicBase

Outputs

Template:O PropDynamicBase