Prop physics multiplayer: Difference between revisions
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AltNames: In 
Left 4 Dead series, this entity is also tied to 
and physicsmode keyvalue works when used on prop_physics
Note:Other
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{{CD|CPhysicsPropMultiplayer|file1=props.cpp}} | {{CD|CPhysicsPropMultiplayer|file1=props.cpp}} | ||
{{this is a| | {{this is a|model entity|name=prop_physics_multiplayer}} 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, and that physics mode can be changed. | ||
{{AltNames|name1=prop_physics|game={{l4ds|4}}|misc=CPhysicsPropMultiplayer doesn't seem to be present {{l4ds}} and physicsmode keyvalue works when used on prop_physics}} | {{AltNames|name1=prop_physics|game={{l4ds|4}}|misc=CPhysicsPropMultiplayer doesn't seem to be present {{l4ds}} and physicsmode keyvalue works when used on prop_physics}} | ||
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:* 3: "Non-Solid, Client-side" | :* 3: "Non-Solid, Client-side" | ||
}} | }} | ||
{{ | :{{important|If physicsmode is 0 or 3 then this can create a clientside physical prop which cannot be controlled via I/O, vscript or picked up and doesn't count towards server entity limits other than for a moment during spawning. {{warning|In singleplayer where save/load is available it won't get saved into a save file. It instead always respawns at its original position, but only if at least one server-side entity uses the same model. This is because otherwise the model is not precached (see output of command <code>cl_precacheinfo modelprecache</code>)}} | ||
}} | |||
{{OtherKIO|prop_physics}} | |||
== See also == | == See also == | ||
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[[Category:Physics]] | [[Category:Physics]] | ||
[[Category:Prop entities|physics multiplayer]] |
Latest revision as of 01:55, 1 June 2025
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CPhysicsPropMultiplayer |
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prop_physics_multiplayer
is a model 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, and that physics mode can be changed.



prop_physics
. CPhysicsPropMultiplayer doesn't seem to be present 

Keyvalues
- Physics Mode (physicsmode) <choices>
- Sets the physics mode used by the prop.
- 0: "Auto Detect"
- 1: "Solid, Server-side"
- 2: "Non-Solid, Server-side"
- 3: "Non-Solid, Client-side"
Important:If physicsmode is 0 or 3 then this can create a clientside physical prop which cannot be controlled via I/O, vscript or picked up and doesn't count towards server entity limits other than for a moment during spawning.
Warning:In singleplayer where save/load is available it won't get saved into a save file. It instead always respawns at its original position, but only if at least one server-side entity uses the same model. This is because otherwise the model is not precached (see output of command
cl_precacheinfo modelprecache
)

Keyvalues / Inputs / Outputs
are same as prop_physics.See also
- prop_data
- Prop Types Overview
- Alternate Multiplayer Physics - an article on modifying the source code to this entity.