Prop static

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Revision as of 17:02, 16 June 2007 by Katana314 (talk | contribs) (I found this out the hard way...)
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Entity Description

A prop that doesn't move and doesn't animate. This entity is built into its designated lump in the map and is not networked. Please note that many models are not compiled to be used as prop_static.

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Keyvalues

  • model
<studio> World Model (Maximum string length: 128)
  • skin
<integer> Some models have multiple versions of their textures called skins. Set this to a number other than 0 to use that skin instead of the default.
  • disableshadows
<boolean> Used to disable shadows on this entity.
<choices> Collisions - using other values may give undesired results
Literal Value Description
0 Not Solid
2 Use Bounding Box
6 Use VPhysics
  • screenspacefade
<boolean> The method by which the fading distance should be determined. If off, the fade distances is the distance from the player's view to the object, in inches. If on, the fade distance is the size of the object onscreen, in pixels. The fademindist value will represent the number of pixels wide covered by the prop when it starts to fade, and the fademaxdist value will represent the *minimum* number of pixels wide covered by the prop when it fades.
  • BaseFadeProp:
Start Fade Dist (fademindist) <float>
Distance at which the entity starts to fade.
End Fade Dist (fademaxdist) <float>
Max fade distance at which the entity is visible.
  • If start fade is <0, the entity will disappear instantly when end fade is hit.
  • If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
The values will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Source 2006), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
  • lightingorigin
<target_destination> Select an info_lighting to specify a location to sample lighting from, instead of using this entity's origin.
<boolean> Disable Vertex lighting
<boolean> Disable Self-Shadowing with vertex lighting

The Ship

  • targetname
<target_source> The name that ship_base_interaction entities refer to this entity by.

See Also