prop_dynamic
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CDynamicProp defined in ![]() props.cpp
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prop_dynamic
is a point entity available in all Source games. It is used to add a model to the world that can animate itself.
![Tip.png](/w/images/thumb/4/45/Tip.png/9px-Tip.png)
prop_static
(which is cheaper).![Note.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
prop_dynamic
. Use the Hammer model browser's Info tab to check for support. If you intend to use a physics model in non-physics role, use prop_dynamic_override
.![AltNames.png](/w/images/thumb/9/92/AltNames.png/10px-AltNames.png)
dynamic_prop
. The classname is always changed to prop_dynamic
on spawn. Contents
Uses
- Buttons can be created by parenting a
prop_dynamic
to afunc_button
brush. This will cause+use
inputs on the prop to be forwarded to thefunc_button
, which can be placed anywhere in the map (or even outside the map, as long as the origin is inside). TheSetAnimation
input can then be used to make the prop animate when interacted with.
- In Mapbase,
prop_interactable
combines these entities, making setup easier.
- In Mapbase,
- Similarly, levers can be created by parenting a
prop_dynamic
to afunc_rot_button
(ormomentary_rot_button
) brush. No animation is needed for this - the brush will rotate the prop by itself. As before, the entity can be placed anywhere, as long as the origin is positioned at the point you want it to rotate around. - A
prop_dynamic
can be configured to break apart after receiving damage or on cue by using theBreak
input.Bug:Health set inside the model will override health set in Hammer!
Keyvalues
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- Default Animation
(DefaultAnim)
<string> - The animation this prop will play when not doing a random or forced animation.
- Randomly Animate
(RandomAnimation)
<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.
Note:Will only select from animation $sequences linked with
ACT_IDLE
if they exist. - Min Random Anim Time
(MinAnimTime)
<float> - Minimum time between random animations.
- Max Random Anim Time
(MaxAnimTime)
<float> - Maximum time between random animations.
- Update children
(updatechildren)
<boolean> (in all games since)
- Update touches for any children that are attached to attachment points as this prop animates. This allows SetParentAttached triggers or func_brushes to touch properly.
- Disable Bone Followers
(DisableBoneFollowers)
<boolean> (in all games since)
- Disables generation of
phys_bone_follower
s 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)
<boolean> (in all games since)
- If set, the prop will not loop its animation, but hold the last frame.
- Animate Every Frame
(AnimateEveryFrame)
<boolean> (in all games since)
- Force this prop to animate every frame. Usually this doesn't need to be touched.
- Glow State
(glowstate)
<choices> (only in)
- What is allowed to activate the glow effect on this prop.
- 0: OFF (must be activated through inputs)
- 1:
+use
- 2: when looked at
- 3: ON (starts activated)
- Glow Range
(glowrange)
<integer> (only in)
- Range at which the glow becomes visible. 0 means always visible.
- Glow Range Min
(glowrangemin)
<integer> (only in)
- Range at which glow stops being visible. 0 means always visible.
- Glow Color Override (R G B)
(glowcolor)
<color255> (only in)
- Color of the glow.
GMODSandbox:
|
BreakableProp:
- Explosion Damage
(ExplodeDamage)
<float> - If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also Explosion Radius.
- Explosion Radius
(ExplodeRadius)
<float> - If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also Explosion Damage.
- Sound to make when punted
(puntsound)
<sound> (in all games since)
- Sound to make when punted by gravity gun.
- Break Model Message
(BreakModelMessage)
<string> - "If set, will use this break model message instead of the normal break behavior."
Confirm:Is this new with Source SDK 2013...? It isn't in Alien Swarm or 2007 code but is in 2013. New with L4D?
Breakable (common):
- Performance Mode
(PerformanceMode)
<choices> - Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
- 0: Normal
- 1: No Gibs
- 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
- 3: Reduced gibs
- Min Damage to Hurt
(minhealthdmg)
<integer> - If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
- Pressure Delay
(pressuredelay)
<float> - Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
- Health
(health)
<integer> - How close to breaking the object is.
- Maximum Health
(max_health)
<integer> - Health cannot exceed this amount.
- Physics Impact Damage Scale
(physdamagescale)
<float> - Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
- Breakable By
(BreakableType)
<choices> (only in)
- Who can break this?
- 0: Everyone
- 1: All Infected
- 2: Only Tanks
Flags
BreakableProp:
- [
16
] : Break on Touch
- [
32
] : Break on Pressure
DynamicProp:
- [
64
] : Use Hitboxes for Renderbox
- [
256
] : Start with collision disabled
Inputs
SetAnimation
<string>- Forces the prop to play the named animation.
SetDefaultAnimation
<string>- Changes the animation played when not in a random/forced sequence.
SetPlaybackRate
<float>- Sets the framerate at which animations are played.
TurnOff
- Hides the prop through
EF_NODRAW
. TheDisable
input does the exact same thing.
TurnOn
- Shows the prop (by removing
EF_NODRAW
). TheEnable
input does the exact same thing.
DisableCollision
- Tells the prop to no longer be solid.
EnableCollision
- Tells the prop to become solid again.
SetAnimationNoReset
<string> (in all games since)
- Force the prop to play an animation unless the prop is already playing the animation. The parameter should be the name of the animation.
BreakableProp:
Break
- Breaks the breakable.
SetHealth
<integer>- Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
AddHealth
<integer>- Adds health to the breakable.
RemoveHealth
<integer>- Removes health from the breakable.
physdamagescale
<float>- Sets Physics Impact Damage Scale. 0 means this feature is disabled for backwards compatibility.
EnablePhyscannonPickup
- Makes the breakable able to picked up by the gravity gun.
DisablePhyscannonPickup
- Makes the breakable not able to picked up by the gravity gun.
EnablePuntSound
(in all games since)
- Allow this prop from playing its Punt Sound sound when punted by the gravity gun.
DisablePuntSound
(in all games since)
- Prevent this prop from playing its Punt Sound sound when punted by the gravity gun.
Outputs
OnAnimationBegun
- Fired when an animation begins.
OnAnimationDone
- Fired when an animation finishes.
BreakableProp:
OnBreak
- Fired when this object breaks.
!activator
is whatever breaks the object.
OnHealthChanged
<float>- Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else.
OnTakeDamage
- Fired when damage is taken.
OnPhysCannonAnimatePreStarted
- Fired when prop starts its
ACT_PHYSCANNON_ANIMATE_PRE
activity. Caused by the object being picked up by the gravity gun.
OnPhysCannonAnimatePullStarted
- Fired when prop has started its
ACT_PHYSCANNON_ANIMATE
activity.ACT_PHYSCANNON_ANIMATE_PRE
plays once, thenACT_PHYSCANNON_ANIMATE
starts looping.
OnPhysCannonDetach
- Fired when prop has started its
ACT_PHYSCANNON_DETACH
activity (caused by the gravity gun ripping it from a wall).
OnPhysCannonAnimatePostStarted
- Fired when prop has started its
ACT_PHYSCANNON_ANIMATE_POST
activity (caused by the player letting the prop go from the gravity gun).
OnPhysCannonPullAnimFinished
- Fired when prop has finished all gravity gun-related animations.