Prop physics multiplayer: Difference between revisions

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== Keyvalues ==
== Keyvalues ==
 
{{KV|Physics Mode|choices|Sets the physics mode used by the prop.}}
; {{EP2 add|Physics Mode <code><choices></code>}}
: Sets the physics mode used by the prop.
: {{physicsmode choices}}
: {{physicsmode choices}}
{{KV RenderFields}}
{{KV RenderFields}}
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== Flags ==
== Flags ==
{{Fl BasePropPhysics}}
{{Fl BasePropPhysics}}


== Inputs ==
== Inputs ==
 
{{IO|Ignite|Ignite, burst into flames.}}
; <code>Ignite</code>
{{IO|IgniteLifetime|<code>Ignite</code> with the given lifetime. {{todo|Before the flames extinguish, or before health reaches zero?}}|param=float}}
: Burst into flames.
{{IO|IgniteNumHitboxFires|<code>Ignite</code> with the given number of hitbox fires.|param=integer}}
; <code>IgniteLifetime <[[float]]></code>
{{IO|IgniteHitboxFireScale|<code>Ignite</code> with the given hitbox fire scale.|param=float}}
: Ignite, with the given lifetime. {{todo|Before the flames extinguish, or before health reaches zero?}}
{{I BasePropPhysics}}
; <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 RenderFields}}
{{I BasePropPhysics}}


== Outputs ==
== Outputs ==
{{O BasePropPhysics}}
{{O BasePropPhysics}}


[[Category:Physics]]
[[Category:Physics]]

Revision as of 15:52, 28 July 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

Keyvalues

Physics Mode ([todo internal name (i)]) <choices>
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
Ignite, burst into flames.
IgniteLifetime <floatRedirectInput/float>
Ignite with the given lifetime.
Todo: Before the flames extinguish, or before health reaches zero?
IgniteNumHitboxFires <integerRedirectInput/integer>
Ignite with the given number of hitbox fires.
IgniteHitboxFireScale <floatRedirectInput/float>
Ignite with the given hitbox fire scale.
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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.

Outputs

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