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Prop physics multiplayer: Difference between revisions

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{{wrongtitle|title=prop_physics_multiplayer}}
{{CD|CPhysicsPropMultiplayer|file1=props.cpp}}
{{base_point}}
{{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.
{{stub}}


== Entity description ==
{{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}}
This class is identical to prop_physics, aside from the runtime collisions which use a more bouncy method avoiding the prediction errors associated with normal physics objects.


* See also [[prop_physics]] - a more realistic and expensive version of prop_physics_multiplayer.
== Keyvalues ==
* [[sv_turbophysics]]
{{KV|Physics Mode|intn=physicsmode|choices|Sets the physics mode used by the prop.
* [[Prop Footsteps]] - a tutorial with supplementary code on the effects of players walking over proper entities.
:* 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>)}}
}}


== Keyvalues ==
{{OtherKIO|prop_physics}}
* '''{{ep2 add|physicsmode}}'''
: <choices> Sets the physics mode used by the prop. Should be set to one of the following:
:{{physicsmode choices}}


== See also ==
== See also ==
* {{in code|class=class_c_physics_prop_multiplayer.html CPhysicsPropMultiplayer|file=props_8cpp-source.html props.cpp}}
* {{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.
* [[Alternate Multiplayer Physics]] - an article on modifying the source code to this entity.
[[Category:Physics]]
[[Category:Prop entities|physics multiplayer]]

Latest revision as of 01:55, 1 June 2025

C++ Class hierarchy
CPhysicsPropMultiplayer
CPhysicsProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity
C++ props.cpp

prop_physics_multiplayer is a model entity available in all Source 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.pngAltNames: In Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series, this entity is also tied to prop_physics. CPhysicsPropMultiplayer doesn't seem to be present Left 4 Dead seriesLeft 4 Dead series 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"
Icon-Important.pngImportant: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.pngWarning: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.pngNote:Other Keyvalues / Inputs / Outputs are same as prop_physics.

See also