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Prop static
From HalfLife 2 Knowledge Base
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prop_static
Source(core) Point Entity
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description
A prop that doesn't move and doesn't animate.
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properties
- World Model model(studio)
- Skin skin(integer) - default: 0
Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default. - Collisions solid(choices)
6- 0 - Not Solid
- 2 - Use Bounding Box
- 6 - Use VPhysics
- Disable Shadows disableshadows(choices)
- 0 - No
- 1 - Yes
- Screen Space Fade screenspacefade(choices) - default: The method by which the fading distance should be determined. If 'No', the fade distances is the distance from the player's view to the object, in inches. If 'Yes', the fade distance is the size of the object onscreen, in pixels.
- 0 - No
- 1 - Yes
- Start Fade Dist/Pixels fademindist(float) - default: -1
Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade. - End Fade Dist/Pixels fademaxdist(float) - default: 0
Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades. - Fade Scale fadescale(float) - default: 1
If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. - Lighting Origin lightingorigin(target_destination)
Select an info_lighting to specify a location to sample lighting from, instead of using this entity's origin.
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spawn flags
none.
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inputs
none.
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outputs
none.
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related tutorials
Submit your tutorial for prop_static

