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 AnimateEveryFrame
The following is the result with l4d2=1
.
CDynamicProp:
- 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. - Ignore NPC Collisions (IgnoreNPCCollisions) <choices> (only in )
- Disable collisions for NPCs if yes.
- 0: No
- 1: Yes
- 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.
- Glow State (glowstate) <choices>
- 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>
- Range at which the glow becomes visible. 0 means always visible.
- Glow Range Min (glowrangemin) <integer>
- Range at which glow stops being visible. 0 means always visible.
- Glow Color Override (R G B) (glowcolor) <color255>
- Color of the glow.
- Disable Bone Followers (DisableBoneFollowers) <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) <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.
GMODSandbox:
- Allow Physics Gun (gmod_allowphysgun) <boolean> (only in )
- If set, players cannot use Physics Gun on this entity.
- Sandbox Tool Whitelist (gmod_allowtools) <string> (only in )
- If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the
.lua
files of those tools. This also includes the context menu properties!