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. 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.
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.