Prop physics multiplayer: Difference between revisions
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* '''{{ep2 add|physicsmode}}''' | * '''{{ep2 add|physicsmode}}''' | ||
: <choices> Sets the physics mode used by the prop. Should be set to one of the following: | : <choices> Sets the physics mode used by the prop. Should be set to one of the following: | ||
:{ | :{{physicsmode choices}} | ||
Revision as of 17:50, 31 March 2008
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:
Number | Name | Description |
---|---|---|
1 | Solid, Server-side | Solid, pushes the player away. |
2 | Non-Solid, Server-side | Non-solid, but gets pushed away by the player. |
3 | Non-Solid, Client-side | 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.