Prop physics override
		
		
		
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Template:Base point A prop type that will override the properties built into its model, making it work like a prop_physics entity. The health of props can also be overridden by using this entity.
 Note:Models must have a collision wireframe, or they will not work. If you intend to use a collision-less model as a physics object, make it a prop_dynamic and parent it to a func_physbox
Note:Models must have a collision wireframe, or they will not work. If you intend to use a collision-less model as a physics object, make it a prop_dynamic and parent it to a func_physboxGenerally, if a prop_physics in your map has been removed because its model wasn't meant to be a physics prop, you can use this entity to still make it a prop_physics, without any drawbacks.
Although this entity provides the freedom of turning any prop into a physics prop, be aware of that players will rely on the behavior of props to be more or less consistent with other maps, and even other Source games.
- prop_physics
- Prop Types Overview
- Prop Footsteps - A tutorial that provides essential code for when players walk on entities like this, it's not ignored during footstep sound computation.
Keyvalues
- Health (health) <integer>
- Number of points of damage to take before breaking. 0 means don't break.
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- Ignite
- Ignite, burst into flames.
- IgniteLifetime <float>
- Ignitewith the given lifetime.Todo: Before the flames extinguish, or before health reaches zero?
- IgniteNumHitboxFires <integer>
- Ignitewith the given number of hitbox fires.
- IgniteHitboxFireScale <float>
- Ignitewith the given hitbox fire scale.
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