Prop physics multiplayer: Difference between revisions
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Bug:The Name keyvalue does not function correctly in Source 2007. A workaround is to create a logic_auto or logic_relay with an addoutput,targetname output. [todo tested in ?]
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
Note:Page left for viewable history, content moved to prop_physics
mNo edit summary |
(Ran into a bug with this entity while making a map, tested and confirmed that the targetname keyvalue does not function correctly) |
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{{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. | {{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. | ||
{{bug|The Name keyvalue does not function correctly in Source 2007. A workaround is to create a [[logic_auto]] or [[logic_relay]] with an addoutput,targetname output.}} | |||
{{todo|Test if this issue has been fixed in later versions of Source.}} | |||
== Keyvalues == | == Keyvalues == |
Revision as of 17:06, 26 January 2018
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.

Todo: Test if this issue has been fixed in later versions of Source.
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
- 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
- Ignite, burst into flames.
- IgniteLifetime <float >
Ignite
with the given lifetime.Todo: Before the flames extinguish, or before health reaches zero?
- IgniteNumHitboxFires <integer >
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

See also
- Alternate Multiplayer Physics - an article on modifying the source code to this entity.