prop_physics_multiplayer
From Valve Developer Community
prop_physics_multiplayer is a point entity available in all Source games. It is identical to prop_physics except that it bounces away from collision (if sv_turbophysics is enabled), which helps to avoid the prediction errors that normal physics objects typically generate.
See also
- Alternate Multiplayer Physics - an article on modifying the source code to this entity.
Keyvalues
- Physics Mode
<choices>(New with Orange Box) - Sets the physics mode used by the prop.
-
- Solid, pushes the player away.
- Non-solid, but gets pushed away by the player.
- Non-solid, clientside simulated only.
RenderFields:
- Render Mode
<choices> - Set a non-standard rendering mode on this entity. See Render Modes for details.
- FX Amount (0 - 255)
<int> - Intensity of the selected render mode.
- FX Color (R G B)
<color255> - Color used by the selected render mode (if applicable).
- Disable Receiving Shadows
<bool> - Prevents the entity from receiving shadows.
To do: RTT and/or shadow map?
RenderFXChoices:
- Render FX
<choices> - Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.
BasePropPhysics:
- Min Damage to Hurt
<int> - The prop will ignore any damage events if the damage is less than this amount.
- Shadow Cast Distance
<int> - Use this to override how far this object casts shadows. 0 means the default distance.
- Physics Impact Damage Scale
<float> - Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
- Impact damage type
<bool> - If true, damage type is sharp and the object can slice others.
- Damaging it Doesn't Push It
<bool> - Whether damaging the entity does applies force to it.
- Scale Factor For Inertia
<float> - Scales the angular mass of an object. Used to hack angular damage and collision response.
- Mass Scale
<float> - Multiplier for the object's mass.
- Override Parameters
<string> - A list of physics keyvalues that are usually embedded in the model. Format is
key,value,key,value,... - Health Level to Override Motion
<int> - If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion.
- Physics Impact Force to Override Motion
<float> - If specified, this object will start motion disabled. Any impact that imparts a force greater than this value will enable motion.
- puntsound
<string> - Sound to make when punted by the Gravity Gun.
Studiomodel:
- World Model
<string> - The model this entity should appear as. 128-character limit.
- Skin
<int> - Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
Shadow:
- Disable shadows
<bool> - Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
BreakableProp:
- Pressure Delay
<float> - Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
Breakable:
- Explosion Damage
<float> - Explosion Radius
<float> - If both values are non-zero, when the entity breaks it will create an explosion causing the specified amount of damage over the specified radius.
- Performance Mode
<choices> - Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
- Normal
- Limit Gibs
- Full Gibs on All Platforms
DamageFilter:
- Damage Filter
<targetname> - Name of the filter_damage_type that controls what damages this entity.
Shadow:
- Disable shadows
<bool> - Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
BaseFadeProp:
- Start Fade Dist
<float> - End Fade Dist
<float> - Distances at which the prop start and finish fading.
- If start fade is <0, the prop will disappear instantly when end fade is hit.
- If end fade is <0, the prop won't disappear at all. (This is the default behaviour.)
- The values will scale appropriately if the prop is in a 3D Skybox.
- Fade Scale
<float> - If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Ep1), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: 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. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
DXLevelChoice:
- Minimum DX Level
<choices> - Maximum DX Level
<choices> - The entity will not exist if the engine is running outside the given range of DirectX Versions. Don't use this with anything that will break saved games should a player switch dxlevel!
- Default (no bounding)
- DX7
- DX8
- DX8.1
- DX9 SM2
- DX9 SM3
Angles:
- Pitch Yaw Roll (Y Z X)
<angle> - This entity's angular orientation in the world.
Global:
- Global Entity Name
<string> - Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with global names matching entities in the previous map will have the previous map's state copied over to them.
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
Flags
- Start Asleep
- Don't take physics damage
- Debris - Don't collide with the player or other debris
- Motion Disabled
- Break on Touch
- Break on Pressure
- Enable motion on Physcannon grab
- Not affected by rotor wash
- Generate output on +USE
- Prevent pickup
- Prevent motion enable on player bump
- Debris with trigger interaction
- Force server-side (Multiplayer only; see sv_pushaway_clientside_size.)
- Physgun can ALWAYS pick up. No matter what.
Inputs
-
Ignite - Burst into flames.
-
IgniteLifetime <float> - Ignite, with the given lifetime.
To do: Before the flames extinguish, or before health reaches zero?
-
IgniteNumHitboxFires <int> - Ignite with the given number of hitbox fires.
-
IgniteHitboxFireScale <float> - Ignite with the given hitbox fire scale.
RenderFields:
BasePropPhysics:
-
Wake -
Sleep - Manually take the prop in or out of sleep mode. Props sleep after coming to rest and wake if affected by an external force.
-
EnableMotion -
DisableMotion - Props with motion disabled will not move under any circumstances.
-
DisableFloating - Disable fluid/floating simulation.
-
SetBodyGroup <int> - Set this prop's body group.
-
physdamagescale <float> - Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
-
EnableDamageForces -
DisableDamageForces - Whether damaging the entity does applies force to it.
-
EnablePuntSound -
DisablePuntSound - Allow/prevent this prop from playing its own sound when punted
Studiomodel:
-
Skin <int> - Changes the model's skin to the specified number.
-
SetBodyGroup <int> - Set the model's body group.
-
EnableShadow -
DisableShadow - Control the model's cheap render-to-texture shadow.
-
AlternativeSorting <bool> - Used to attempt to fix sorting problems when rendering.
To do: What is the effect?
Breakable:
-
Break - Removes the entity from the server and creates its gibs on the client.
-
SetHealth <int> - Sets the breakable's health (zero means break).
-
AddHealth <int> -
RemoveHealth <int> - Adds to/removes from the breakable's health.
-
EnablePhyscannonPickup -
DisablePhyscannonPickup - Allows/prevents the Gravity Gun to pick the breakable up.
-
SetMass <float> - Set mass of this object.
To do: In what unit?
DamageFilter:
-
SetDamageFilter <targetname> - Sets the entity to use as damage filter. Pass an empty string ("") to clear.
Shadow:
- EnableShadow
- DisableShadow
- Control the entity's cheap render-to-texture shadow. Does not affect shadow mapping.
Targetname:
-
Kill - Removes this entity from the world.
-
KillHierarchy - Removes this entity and all its children from the world.
-
AddOutput <string> - Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value> - Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
Outputs
BasePropPhysics:
-
OnMotionEnabled - Motion has been enabled on the prop, either via the "Health Level to Override Motion" keyvalue or from the
EnableMotioninput. -
OnAwakened - The prop has woken (force has been applied to it while it was asleep, or the
wakeinput has been called). -
OnPhysGunOnlyPickup - Player has picked the prop up with the Gravity Gun.
-
OnPlayerPickup - Player has picked the prop up with +USE or the Gravity Gun.
-
OnPhysGunDrop - Player has dropped the prop (from either hands or Gravity Gun). (activator is the player)
-
OnPlayerUse - Player has +USEd the prop. (activator is the player)
Note:This output will fire only if the "Generate output on +USE" spawnflag is set. -
OnOutOfWorld(New with Orange Box) - Not in a leaf?
-
OnHealthChanged(New with Orange Box) -
OnTakeDamage(New with Orange Box)
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
