Source SDK

Source SDK

Tekky☺ 11 czerwca 2015 o 10:01
PROP TYPES ( Go here if you want to know more about different kinds of props)
Prop_static: A completely static model.

Prop_physics: Standard VPhysics prop - you can pick them up, throw them, etc.

Prop_physic_multiplayer: Basically a version of prop_physics that has slightly better collision prediction for multiplayer games.

Prop_physic_override: This lets you use a model intended to be a prop_dynamic or prop_static with a prop_physics.

Prop_ragdoll: This creates a server-side ragdoll - i.e a corpse.

Prop_physics_respawnable: A prop_physics that respawns after a set time.

Prop_thumper: This spawns a thumper from HL2.

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_dynamic: A model that can move and play animations, but has no physics to it.

Prop_dynamic_override: This lets you use a model intended to be a prop_physics or prop_static with a prop_dynamic.

Useful stuf about Prop types!
Ostatnio edytowany przez: Tekky☺; 12 czerwca 2015 o 9:04
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CS_ 11 czerwca 2015 o 10:48 
All of the info is over on the VDC Wiki. For any prop type not on that page, use the search button in the top right.
So the three main kinds of props are:

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
Ostatnio edytowany przez: libertarian ettin; 12 czerwca 2015 o 8:24
Tekky☺ 12 czerwca 2015 o 8:53 
Thank you! This will also help other people who might look at this discussion, I will put the info next to the prop type! :D
Ostatnio edytowany przez: Tekky☺; 12 czerwca 2015 o 9:05
libertarian ettin 12 czerwca 2015 o 16:29 
Ooh forgot one.

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.
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