Prop physics multiplayer: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
Line 13: Line 13:
* '''{{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}}
! 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.
|}





Revision as of 17:50, 31 March 2008

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:
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.