![]() ![]() Playback Rate (playbackrate) !FGD A multiplier of the framerate at which animations are played, negative values are accepted. ![]() Warning: Negative or extremely high values can cause crashes!Īnimating Sequence (sequence) !FGD Default animation sequence for the model to be playing after spawning. This also includes the context menu properties! You need to supply the tool class names, the names of the. Sandbox Tool Whitelist (gmod_allowtools) ( only in ) If set, only given tools can be used on this entity. GMODSandbox: Allow Physics Gun (gmod_allowphysgun) ( only in ) If set, players cannot use Physics Gun on this entity. Any impact that imparts a force greater than this value will enable motion. Physics Impact Force to Override Motion (forcetoenablemotion) If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion. ![]() Health Level to Override Motion (damagetoenablemotion) If specified, this object will start with motion disabled. Override Parameters (overridescript) A list of physics keyvalues that are usually embedded in the model. ![]() The method by which they are stored, and guidelines for how to set it up, can be found in the Prop Data section of the model's QC file.Ĭonfirm: Doesn't actually affect inertia? Mass Scale (massscale) Multiplier for the object's mass. Other game-related data, such as mass, "health", gib amount & models, and so on are all stored inside the prop model as well. Models that are meant to be physically simulated (chairs, tables, wooden planks, etc) will remove themselves if they are placed as prop_static or prop_dynamic entities. (Why? Shouldn't the level designer have control over this, dependent on the context of the prop's use?) To enforce this, the game-related data of props is stored within the model itself. From a player's perspective, object interactivity should remain consistent across all the levels of your game / mod. To do: Move this section to its own article.Ĭonsistency becomes a large problem when dealing with the many prop models that the Source engine provides. The classname is always changed to prop_physics on spawn. This entity is also tied to physics_prop. ![]()
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