Prop physics multiplayer: Difference between revisions
		
		
		
		
		
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| * [[Prop Footsteps]] - A tutorial that provides essential code for when players walk on entities like this, it's not ignored during footstep sound computation. | * [[Prop Footsteps]] - A tutorial that provides essential code for when players walk on entities like this, it's not ignored during footstep sound computation. | ||
| ==Keyvalues== | ==Keyvalues== | ||
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| : <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}} | :{{physicsmode choices}} | ||
| ==See Also== | |||
| * {{in code|class=class_c_physics_prop_multiplayer.html CPhysicsPropMultiplayer|file=props_8cpp-source.html props.cpp}} | |||
| * [[Alternate Multiplayer Physics]] SourceCode Modification. | |||
Revision as of 09:41, 16 April 2008
Template:Wrongtitle Template:Base point
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.
- 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.
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
- Template:In code
- Alternate Multiplayer Physics SourceCode Modification.