MoveType: Difference between revisions

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{{warning|Most of these ''MoveTypes'' are called by the engine, safe ones to use are: '''0, 2, 4, 5, 8'''.}}
{{warning|Most of these ''MoveTypes'' are called by the engine, safe ones to use are: '''0, 2, 4, 5, 8'''.}}


{{tip|In {{as}} or later, you can test these out in game with console command <code>ent_fire player AddOutput "MoveType #"</code> where ''#'' is a number from table below.}}
{{tip|In {{as}}{{tf2}} or later, you can test these out in game with console command <code>ent_fire player AddOutput "MoveType #"</code> where ''#'' is a number from table below.}}


== Various MoveTypes in Valve Source Engine titles ==
== Various MoveTypes in Valve Source Engine titles ==

Revision as of 14:51, 1 February 2023

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MoveType defines the way entity behaves and moves. For example movetype 0 will freeze the entity and nothing can affect it until its MoveType is changed.


Warning.pngWarning:Most of these MoveTypes are called by the engine, safe ones to use are: 0, 2, 4, 5, 8.
Tip.pngTip:In Alien SwarmTeam Fortress 2 or later, you can test these out in game with console command ent_fire player AddOutput "MoveType #" where # is a number from table below.

Various MoveTypes in Valve Source Engine titles

Name Decimal Description
MOVETYPE_NONE 0 Freezes the entity, outside sources can't move it.
MOVETYPE_ISOMETRIC 1 For players in TF2 commander view etc. Do not use this for normal players!
MOVETYPE_WALK 2 Default player (client) move type.
MOVETYPE_STEP 3 NPC movement
MOVETYPE_FLY 4 Fly with no gravity.
MOVETYPE_FLYGRAVITY 5 Fly with gravity.
MOVETYPE_VPHYSICS 6 Physics movetype (prop models etc.)
MOVETYPE_PUSH 7 No clip to world, but pushes and crushes things.
MOVETYPE_NOCLIP 8 Noclip, behaves exactly the same as console command.
MOVETYPE_LADDER 9 For players, when moving on a ladder.
MOVETYPE_OBSERVER 10 Spectator movetype. DO NOT use this to make player spectate.
MOVETYPE_CUSTOM 11 Custom movetype, can be applied to the player to prevent the default movement code from running, while still calling the related hooks.