Prop sphere
Jump to navigation
Jump to search
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!

models\combine_helicopter\helicopter_bomb01.mdl
.
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."
[
]
Extending prop_sphere
The following simple addition to CPhysSphere
:
- Allows level designers to configure the collision model's radius
- Fully applies the prop_data and $surfaceprop of the chosen model.
C++
Open \server\props.cpp and replace the existing CPhysSphere
with this:
class CPhysSphere : public CPhysicsProp
{
DECLARE_CLASS( CPhysSphere, CPhysicsProp );
DECLARE_DATADESC();
public:
float m_fRadius;
bool CreateVPhysics()
{
SetSolid( SOLID_BBOX );
SetCollisionBounds( -Vector(m_fRadius), Vector(m_fRadius) );
objectparams_t params = g_PhysDefaultObjectParams;
params.pGameData = static_cast<void *>(this);
IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( m_fRadius, GetModelPtr()->GetRenderHdr()->textureindex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
if ( pPhysicsObject )
{
VPhysicsSetObject( pPhysicsObject );
SetMoveType( MOVETYPE_VPHYSICS );
pPhysicsObject->Wake();
}
return true;
}
};
LINK_ENTITY_TO_CLASS( prop_sphere, CPhysSphere );
BEGIN_DATADESC( CPhysSphere )
DEFINE_KEYFIELD( m_fRadius, FIELD_FLOAT, "radius"),
END_DATADESC()
Extended FGD
@PointClass base(BasePropPhysics, RenderFields) studioprop() sphere(radius) = prop_sphere : "Creates a perfect sphere."
[
radius(float) : "Radius" : 12 : ""
]
Stock Keyvalues

RenderFields:
- 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

Stock Inputs

RenderFields:
- 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
rendermode
set to a number other than0
.
- Color <color255 >
- Sets an RGB color for the entity.
Stock Outputs
