Prop physics multiplayer: Difference between revisions

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{{wrongtitle|title=prop_physics_multiplayer}}
{{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__
{{base_point}}
{{stub}}


== Entity description ==
== See also ==
This class is identical to [[prop_physics]], aside from the runtime collisions which use a more bouncy method avoiding the prediction errors associated with normal physics objects.


* See also [[prop_physics]] - a more realistic and expensive version of prop_physics_multiplayer.
* [[Alternate Multiplayer Physics]] - an article on modifying the source code to this entity.
* [[sv_turbophysics]] - a Console Variable to set the physicsmode on the gameserver.
* [[Prop Footsteps]] - a tutorial with supplementary code on the effects of players walking over proper entities.


== Keyvalues ==
== Keyvalues ==
* '''{{EP2 add|physicsmode}}'''
: <choices> Sets the physics mode used by the prop. Should be set to one of the following:
:{{physicsmode choices}}


== See also ==
; {{EP2 add|Physics Mode <code><choices></code>}}
* {{in code|class=class_c_physics_prop_multiplayer.html CPhysicsPropMultiplayer|file=props_8cpp-source.html props.cpp}}
: Sets the physics mode used by the prop.
* [[Alternate Multiplayer Physics]] - an article on modifying the source code to this entity.
: {{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

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
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
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.
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Flags

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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 than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.
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Outputs

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