Func proprrespawnzone: Difference between revisions
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Warning:This entity applies its effect based on its AABB instead of its brush model. [ Edit ]
Note:Doesn't work in
Left 4 Dead 2 which also doesn't have cvars cl_phys_props_respawndist and cl_phys_props_respawnrate, whose presence is probably good indication whether this entity works in a given game.
m (Robot: fixing template case.) |
(-added clientside class hierarchy) |
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{{ | {{Ent not in fgd|none|except={{tf2}}}} | ||
== | {{CDA|CBaseEntity|file1=[https://github.com/ValveSoftware/source-sdk-2013/blob/a62efecf624923d3bacc67b8ee4b7f8a9855abfd/src/game/server/props.cpp#L6161 props.cpp]}} | ||
{{CD|C_FuncPhysicsRespawnZone|base=C_BaseEntity|client=1|file1=1}} | |||
== | {{this is a|brush entity|name=func_proprrespawnzone}} It makes clientside physics props that were placed within its volume respawn or teleport back to their original location when the player is at least <kbd>cl_phys_props_respawndist</kbd> units away (default 1500) and cannot see the respawning. This check is done roughly every <kbd>cl_phys_props_respawnrate</kbd> (default 60) seconds. To ensure clientside physics prop is spawned, {{ent|prop_physics_multiplayer}} with physicsmode set to 3 can be used. | ||
{{AABBwarning}} | |||
== | {{note|Doesn't work in {{l4d2|4}} which also doesn't have cvars <kbd>cl_phys_props_respawndist</kbd> and <kbd>cl_phys_props_respawnrate</kbd>, whose presence is probably good indication whether this entity works in a given game.}} | ||
{{todo|Works in {{hl2dm}}. Test other games}} | |||
== | |||
* {{ | == Convars == | ||
{{varcom|start}} | |||
* {{ | {{varcom|cl_phys_props_respawndist|1500|units|Minimum distance from the player that a clientside prop must be before it's allowed to respawn.}} | ||
{{varcom|cl_phys_props_respawnrate|60|seconds|Time, in seconds, between clientside prop respawns.}} | |||
{{varcom|end}} | |||
== FGD Code == | |||
<pre> | |||
@SolidClass base(Targetname) = func_proprrespawnzone : | |||
"Zone that handles respawning and distribution of clientside physics props." [] | |||
</pre> | |||
== See also == | |||
* {{ent|prop_physics_multiplayer}} | |||
* {{ent|prop_physics_respawnable}} | |||
[[Category:Team Fortress 2 Entities]] | [[Category:Team Fortress 2 Entities]] |
Latest revision as of 05:11, 19 March 2025

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CBaseEntity defined in ![]() props.cpp
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C_FuncPhysicsRespawnZone |
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func_proprrespawnzone
is a brush entity available in all Source games. It makes clientside physics props that were placed within its volume respawn or teleport back to their original location when the player is at least cl_phys_props_respawndist units away (default 1500) and cannot see the respawning. This check is done roughly every cl_phys_props_respawnrate (default 60) seconds. To ensure clientside physics prop is spawned, prop_physics_multiplayer with physicsmode set to 3 can be used.



Convars
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
cl_phys_props_respawndist | 1500 | units | Minimum distance from the player that a clientside prop must be before it's allowed to respawn. |
cl_phys_props_respawnrate | 60 | seconds | Time, in seconds, between clientside prop respawns. |
FGD Code
@SolidClass base(Targetname) = func_proprrespawnzone : "Zone that handles respawning and distribution of clientside physics props." []