Prop physics multiplayer: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
 AltNames: In
AltNames: In 
 Left 4 Dead series, this entity is also tied to
 Left 4 Dead series, this entity is also tied to 
 and physicsmode keyvalue works when used on prop_physics
 and physicsmode keyvalue works when used on prop_physics 
 Note:Other
Note:Other 
		
	
| mNo edit summary | No edit summary | ||
| (28 intermediate revisions by 16 users not shown) | |||
| Line 1: | Line 1: | ||
| {{ | {{CD|CPhysicsPropMultiplayer|file1=props.cpp}} | ||
| {{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}} | ||
| ==  | == Keyvalues == | ||
| {{KV|Physics Mode|intn=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 <code>cl_precacheinfo modelprecache</code>)}} | |||
| }} | |||
| : | |||
| | 3 | | |||
| {{OtherKIO|prop_physics}} | |||
| == See also == | == See also == | ||
| * [[ | * {{ent|prop_data}} | ||
| *  | * [[Prop Types Overview]] | ||
| * [[ | ** {{ent|prop_physics}} | ||
| ** {{ent|prop_physics_respawnable}} | |||
| ** {{ent|prop_physics_override}} | |||
| ** {{ent|prop_sphere}} | |||
| ** {{ent|prop_dynamic}} | |||
| ** {{ent|prop_static}} | |||
| ** {{ent|prop_ragdoll}} | |||
| * [[Alternate Multiplayer Physics]] - an article on modifying the source code to this entity. | |||
| [[Category: | [[Category:Physics]] | ||
| [[Category:Prop entities|physics multiplayer]] | |||
Latest revision as of 01:55, 1 June 2025
|  Class hierarchy | 
|---|
| CPhysicsPropMultiplayer | 
|  props.cpp | 
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.
 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.
 AltNames: In
AltNames: In 
 Left 4 Dead series, this entity is also tied to
 Left 4 Dead series, this entity is also tied to prop_physics. CPhysicsPropMultiplayer doesn't seem to be present 
 and physicsmode keyvalue works when used on prop_physics
 and physicsmode keyvalue works when used on prop_physics 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. 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 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)
 Note:Other
Note:Other 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.
