Prop physics multiplayer: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (cleanup)
mNo edit summary
Line 9: Line 9:
{{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

Template:Wrongtitle

Stub

This article or section is a stub. You can help by expanding it.

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.