Template:KV DynamicProp
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l4d2=1
shows glow keyvalues that apply to l4d2 only. some of these keyvalues exist in csgo as well but do not work. asw and portal 2 don't have them at all.pre09=1
hides DisableBoneFollowerspreasw=1
hides HoldAnimation and AnimateEveryFrameDynamicProp:
- Default Animation (DefaultAnim) ([todo internal name (i)]) <string>
- The animation this prop will play when not doing a random or forced animation.
- Randomly Animate (RandomAnimation) ([todo internal name (i)]) <boolean>
- Makes the prop randomly select and play animations at intervals defined by the Min/Max Random Anim Time KVs. In between the random animations, it will revert to playing Default Animation.
- Min Random Anim Time (MinAnimTime) ([todo internal name (i)]) <float>
- Minimum time between random animations.
- Max Random Anim Time (MaxAnimTime) ([todo internal name (i)]) <float>
- Maximum time between random animations.
- Update children (updatechildren) ([todo internal name (i)]) <boolean>
Confirm:A boolean set to true by default. When set to 0, any children attached to this entity as an attachment will not update. (seems like it would not have a practical use...)
- Disable Bone Followers (DisableBoneFollowers) ([todo internal name (i)]) <boolean> (in all games since
)
- Disables generation of phys_bone_followers for each convex piece the model has in its collision model.
phys_bone_follower
s can quickly eat up the edict count, so this keyvalue can be very helpful in freeing resources. This will however make the collision model no longer function ([confirm] As in become non-solid?), and the model will not be able to ragdoll anymore. - Hold Animation (HoldAnimation) ([todo internal name (i)]) <boolean> (in all games since
)
- If set, the prop will not loop its animation, but hold the last frame.