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Prop physics multiplayer: Difference between revisions

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{{CD|CPhysicsPropMultiplayer|file1=props.cpp}}
{{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.
{{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.
{{bug|The Name keyvalue does not function correctly in Source 2007. A workaround is to create a [[logic_auto]] or [[logic_relay]] with an addoutput,targetname output.
 
{{todo|Test if this issue has been fixed in later versions of Source.}}{{confirm|seems to be false bug because I don't see anything related to name in source code}}}}
{{important|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|Don't use in singleplayer where save/load is available. It is not saved into a save file.}}
{{Note|Behavior observed in {{hl2}}: when this entity is clientside and other non-clientside prop_physics with same model exists even if inside a [[point_template|template]] then this entity will respawn at its original position during save load.}}
{{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}}



Revision as of 12:07, 29 May 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.

Icon-Important.pngImportant: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:Don't use in singleplayer where save/load is available. It is not saved into a save file.
Note.pngNote:Behavior observed in Half-Life 2: when this entity is clientside and other non-clientside prop_physics with same model exists even if inside a template then this entity will respawn at its original position during save load.
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"
Note.pngNote:Other Keyvalues / Inputs / Outputs are same as prop_physics.

See also