Prop physics multiplayer: Difference between revisions
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{{in game|point}} {{game-base}} | {{in game|point}} {{game-base}} | ||
{{in code|class=class_c_physics_prop_multiplayer.html CPhysicsPropMultiplayer|file=props_8cpp-source.html props.cpp}} | {{in code|class=class_c_physics_prop_multiplayer.html CPhysicsPropMultiplayer|file=props_8cpp-source.html props.cpp}} | ||
==Keyvalues== | |||
* '''{{ep2 add|physicsmode}}''' | |||
: <choices> Sets the physics mode used by the prop. Should be set to one of the following: | |||
:{| | |||
! Literal Value || Description | |||
|- | |||
| 1 || Solid, pushes the player away. | |||
|- | |||
| 2 || Non-solid, but gets pushed away by the player. | |||
|- | |||
| 3 || Non-solid, clientside simulated only. | |||
|} | |||
== See also == | == See also == |
Revision as of 21:26, 6 October 2007
Entity Description
This class is the same as prop_physics, except the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get.
Availability
Template:In game Template:Game-base Template:In code
Keyvalues
- <choices> Sets the physics mode used by the prop. Should be set to one of the following:
Literal Value Description 1 Solid, pushes the player away. 2 Non-solid, but gets pushed away by the player. 3 Non-solid, clientside simulated only.
See also
- prop_physics - The more realistic but resource consuming prop_physics version.
- sv_turbophysics
- Prop Footsteps - A tutorial that provides essential code for when players walk on entities like this, it's not ignored during footstep sound computation.