Prop physics multiplayer: Difference between revisions
Jump to navigation
Jump to search
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
m (Robot: fixing template case.) |
TomEdwards (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
{{ | {{base_point|prop_physics_multiplayer}} It is identical to [[prop_physics]] except that it bounces away from collision (if [[sv_turbophysics]] is enabled), which helps to avoid the prediction errors that normal physics objects typically generate. {{wrongtitle|prop_physics_multiplayer}} __NOTOC__ | ||
{{ | |||
== | == See also == | ||
* | * [[Alternate Multiplayer Physics]] - an article on modifying the source code to this entity. | ||
== Keyvalues == | == Keyvalues == | ||
== | ; {{EP2 add|Physics Mode <code><choices></code>}} | ||
* {{ | : Sets the physics mode used by the prop. | ||
: {{physicsmode choices}} | |||
{{KV RenderFields}} | |||
{{KV BasePropPhysics}} | |||
== Flags == | |||
* {{Fl BasePropPhysics}} | |||
== Inputs == | |||
; <code>Ignite</code> | |||
: Burst into flames. | |||
; <code>IgniteLifetime <[[float]]></code> | |||
: Ignite, with the given lifetime. {{todo|Before the flames extinguish, or before health reaches zero?}} | |||
; <code>IgniteNumHitboxFires <[[int]]></code> | |||
: Ignite with the given number of hitbox fires. | |||
; <code>IgniteHitboxFireScale <float></code> | |||
: Ignite with the given hitbox fire scale. | |||
{{I RenderFields}} | |||
{{I BasePropPhysics}} | |||
== Outputs == | |||
{{O BasePropPhysics}} |
Revision as of 11:34, 21 July 2009
Template:Base point It is identical to prop_physics except that it bounces away from collision (if sv_turbophysics is enabled), which helps to avoid the prediction errors that normal physics objects typically generate. Template:Wrongtitle
See also
- Alternate Multiplayer Physics - an article on modifying the source code to this entity.
Keyvalues
- Template:EP2 add
- Sets the physics mode used by the prop.
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. |
RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.

Flags
Note:Page left for viewable history, content moved to prop_physics
Inputs
Ignite
- Burst into flames.
IgniteLifetime <float>
- Ignite, with the given lifetime. Todo: Before the flames extinguish, or before health reaches zero?
IgniteNumHitboxFires <int>
- Ignite with the given number of hitbox fires.
IgniteHitboxFireScale <float>
- Ignite with the given hitbox fire scale.
RenderFields:
- Alpha <integer 0–255>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermode
set to a number other than0
.
- Color <color255 >
- Sets an RGB color for the entity.

Outputs
