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Zgłoś problem z tłumaczeniem
Prop_static: A completely static model. It is an internal entity, meaning it doesn't even exist once the map is compiled - instead, the model is converted into brush geometry.
Prop_dynamic: A model that can move and play animations, but has no physics to it. (Not internal - it is not a brush when the map is compiled).
Prop_physics: Your standard VPhysics prop - you can pick them up, throw them, etc.
When you make a QC file for a model you essentially also pick which of these entities you intend to use with the model. You can't have a model intended to be a prop_physics be a prop_dynamic. There are ways around this:
Prop_dynamic_override: This lets you use a model intended to be a prop_physics or prop_static with a prop_dynamic. It is intended to be used for prototyping purposes only.
Prop_physics_override: This lets you use a model intended to be a prop_dynamic or prop_static with a prop_physics. Also intended for prototyping.
Finally, there are a few other prop types that have very specific purposes:
Prop_ragdoll: This creates a server-side ragdoll - i.e a corpse. Be careful with these - server side ragdolls are very complicated to simulate and as a result they require a lot over data be transferred of the network in multiplayer games. I recommend that you only use these for single player games.
Prop_physics_multiplayer: Basically a version of prop_physics that has slightly better collision prediction for multiplayer games.
Prop_physics_respawnable: A prop_physics that respawns after a set time.
Prop_sphere: A rather strange version of prop_physics that automatically has a completely spherical collision model. It's slightly cheaper than a standard prop_physics if you have a model that is round. It's not in the FGD by default, you'll have to add it in if you want to use it.
Prop_thumper: This spawns a thumper from HL2. I personally think it should be called npc_thumper but meh.
Prop_vehicle: A model you can drive. Note that you will need a vehicle script file in addition to a model to get this working.
Prop_detail: Detail props like blades of grass. You should never have to place these manually as they are auto-spawned by materials with details.
Hope this helps :P
prop_dynamic_ornament: Essentially lets you attach an ornament to another entity. I've never used it before and I don't see why you couldn't just use SetParentAttachment, but it might be useful for rendering guns in people's hands and stuff.