Prop physics multiplayer: Difference between revisions
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Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
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== Flags == | == Flags == | ||
{{Fl BasePropPhysics}} | |||
== Inputs == | == Inputs == |
Revision as of 18:40, 15 February 2011
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

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
