Prop dynamic
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.


Uses
- Buttons can be created by enveloping a prop_dynamic inside an invisible func_button brush, then using the SetAnimation input to play a switching animation.
- Similarly, levers can be created by enveloping a prop_dynamic inside a func_rot_button (or momentary_rot_button) brush. No animation needed this time - the brush will rotate the prop by itself.
- A prop_dynamic can be configured to break apart after receiving damage or on cue by using the Break input.
Bug:Health set inside the model will override health set in Hammer! [todo tested in ?]
See also
Keyvalues
Model Scale modelscale <float> A multiplier for the size of the model. Setting this can cause the game to hang for ten seconds at the start of and in between rounds in a TF2 Special Delivery map. Using a logic_relay to set the scale after a delay seems to prevent this. As an input, it takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over.