CDynamicProp
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Code classes:
CDynamicProp
CBreakableProp
CBaseProp
(props)CBaseAnimating
(models)CBaseEntity
(all ents)
CDynamicProp
is a class inherited by many animating model entities.
Classnames:
prop_dynamic
- Generic entity used for models that move and animate. Models need to have dynamic checked in the model browser in order to be used.(Not in FGD) - Older name, automatically converts todynamic_prop
prop_dynamic
after spawning. No reason to use it.prop_dynamic_override
- Can be used to override the prop data settings and use any model as a dynamic prop. Normally models are restricted to one or two types of props (dynamic, static, or physics). Automatically changes classname toprop_dynamic
after spawning. It can also be used to set a custom Health amount.(only available in ) - Useless entity which the FGD says is the only entity capable of using the glow settings (which is false, allprop_dynamic_glow
CDynamicProp
s can).
ConVars/Commands[edit | edit source]
ConVar/Command | Parameters or default value | Parameter Type | Effect |
---|---|---|---|
prop_dynamic_create | string | Model | Creates a prop_dynamic where the player is looking. The parameter is a path to a model file. The models/ prefix and .mdl suffix should be omitted. |
Flags[edit | edit source]
- 64: Use Hitboxes for Renderbox Confirm: Really works?
- 128:
No VPhysics(Not in FGD) - No effect.
- 256: Start with collision disabled
Keyvalues[edit | edit source]
- Health
(health)
<integer>
- How close to dying the entity is. Only works if using
prop_dynamic_override
. Even if this is set, the prop will not take damage if its model is not configured to break. - 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 keyvalues. In between the random animations, it will revert to playing the Default Animation.
- Min Random Anim Time
(MinAnimTime)
<float>
- Minimum time between random animations.
- Max Random Anim Time
(MaxAnimTime)
<float>
- Maximum time between random animations.
- Start Disabled
(StartDisabled)
<boolean>
- Makes the prop invisible but solid. It can be made visible with the Enable input.
- Disable Bone Followers
(DisableBoneFollowers)
<boolean>
- Not available in . Disables generation of
phys_bone_follower
s for each piece of the model if it's using$collisionjoints
.phys_bone_follower
s can quickly eat up the edict count, so this keyvalue can be very helpful in freeing resources. Disabling this will make the model lose solidity aside from a small box, which can be disabled by setting the Start with collision disabled flag.
Minimum DX Level(mindxlevel)
to Maximum DX Level(maxdxlevel)
<choices>
(only available in games before Left 4 Dead)- Very outdated settings. Their functionality seems to no longer be fully intact. Nearly all players will be at the highest setting anyway because DirectX 8 has been obsolete since 2002. This is still in the FGD for Alien Swarm, but it doesn't use it.
- Minimum CPU Level
(mincpulevel)
to Maximum CPU Level(maxcpulevel)
<choices>
(available in all games since ) - A user with the "effect detail" setting not in this specific range will not see this object.
- 0: Default
- 1: Low
- 2: Medium
- 3: High
- Minimum GPU Level
(mingpulevel)
to Maximum GPU Level(maxgpulevel)
<choices>
(available in all games since ) - A user with the "shader detail" setting not in this specific range will not see this object. Settings are named differently in different games.
- 0: Default
- 1: Very low or Low
- 2: Low or Medium
- 3: Medium or High
- 4: High or Very High
- Update children
(updatechildren)
<boolean>
(only available in ) - While animating, updates touch-links for any children to this prop that are parented to an attachment point. This is sometimes needed to make triggers work correctly.
- Lag Compensation
(LagCompensate)
<boolean>
(available in all games since ) - Make the entity be lag compensated. Should be used very sparingly!
- To do: Confirm this actually works.
- Glow State
(glowstate)
<choices>
(only available in ) - Props may have a glow around them. This sets when the glow will appear.
- 0: OFF (must be turned on with StartGlowing)
- 1:
+use
enables glow - 2: look-at (look at the prop to enable the glow)
- 3: ON (starts enabled)
- Glow Range
(glowrange)
<integer>
(only available in ) - Viewer must be this close to the see the glow. 0 means ignore this limit.
- Glow Range Min
(glowrangemin)
<integer>
(only available in ) - Once the viewer is this close to the object, the glow will stop. 0 means ignore this limit. Should be less than Glow Range.
- Glow Color Override (R G B)
(glowcolor)
<color255>
(only available in ) - Color of the glow.
Glow Backface Multiplier(glowbackfacemult)
<float>
(only available in )- No effect.
- Hold Animation
(HoldAnimation)
<boolean>
(available in all games since ) - If set, the prop will not loop its animation, but hold the last frame.
- Animate Every Frame
(AnimateEveryFrame)
<boolean>
(available in all games since ) - Force this prop to animate every frame. To do: When should this be used?
- No Animation Sounds
(SuppressAnimSounds)
<boolean>
(available in all games since ) - Silences sounds linked to animations.
- Glow by default? (Not in FGD)
(glowenabled)
<boolean>
(only available in ) - Self-explanatory.
- Glow Style (Not in FGD)
(glowstyle)
<choices>
(only available in ) - How the glow appears.
- 0: Default - Colors the area immediately outside the prop and shows through solid objects. This mode has subtle artifacting near the fringes. Intensity can be adjusted with
glow_outline_width
. (Requiressv_cheats 1
in the console before taking effect.) - 1: Shimmer - Colors the edges of the prop and pulses. Dark parts of the prop will also get colored to a certain degree.
- 2: Outline - Colors the edges of the prop evenly. If two objects with an outline or outline pulse glow overlap on the viewer's screen, the border where they appear to meet will not be colored over.
- 3: Outline Pulse - Same as Outline, with a rapid pulse added to it.
- 0: Default - Colors the area immediately outside the prop and shows through solid objects. This mode has subtle artifacting near the fringes. Intensity can be adjusted with
- Glow Color (R G B) (Not in FGD)
(glowcolor)
<color255>
(only available in ) - Color of the glow when enabled.
- Glow Distance (Not in FGD)
(glowdist)
<float>
(only available in ) - Maximum distance from the object a viewer can be while still seeing the glow.
- Is Automatic-Aim Target
(is_autoaim_target)
<boolean>
(only available in ) - When the entity is under the crosshair for consoles and joystick controllers, make aiming movement slower.
Inputs[edit | edit source]
- SetAnimation
<string>
- Forces the prop to play the specified animation.
- SetDefaultAnimation
<string>
- Sets Default Animation.
- TurnOff
- Hides the prop, by adding
EF_NODRAW
. - TurnOn
- Shows the prop, by removing
EF_NODRAW
. - Enable
- Identical to TurnOn.
- Disable
- Identical to TurnOff.
- EnableCollision
- Makes the prop solid.
- DisableCollision
- Makes the prop non-solid.
- SetPlaybackRate
<float>
- Sets the framerate at which animations are played.
- StartGlowing (only available in )
- Creates a glow effect around the prop.
- StopGlowing (only available in )
- Turns off glow effect around the prop.
- SetGlowOverride (Not in FGD)
<color255>
(only available in ) - Sets Glow Color Override.
- SetGlowRange (Not in FGD)
<integer>
(only available in ) - Sets Glow Range.
- SetAnimationNoReset
<string>
(available 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.
- BecomeRagdoll (available in all games since )
- Makes the prop use ragdoll physics. Confirm: Works?
- FadeAndKill (available in all games since )
- Makes the prop fade to transparency then disappear completely.
- SetGlowEnabled (Not in FGD) (only available in )
- Sets Glow by default? to Yes.
- SetGlowDisabled (Not in FGD) (only available in )
- Sets Glow by default? to No.
- SetGlowColor (Not in FGD)
<color255>
(only available in ) - Sets Glow Color.
- GlowColorRedValue (Not in FGD)
<integer>
(only available in ) - Sets the red value of the Glow Color.
- GlowColorGreenValue (Not in FGD)
<integer>
(only available in ) - Sets the green value of the Glow Color.
- GlowColorBlueValue (Not in FGD)
<integer>
(only available in ) - Sets the blue value of the Glow Color.
Outputs[edit | edit source]
- OnAnimationBegun
- Fired when an animation begins.
- OnAnimationDone
- Fired when an animation finishes.