MoveType: Difference between revisions
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Warning:Most of these MoveTypes are called by the engine, safe ones to use are: 0, 2, 4, 5, 8.
Tip:In
or later, you can test these out in game with console command
m (typo) |
(only AS and later) |
||
Line 5: | Line 5: | ||
{{warning|Most of these ''MoveTypes'' are called by the engine, safe ones to use are: '''0, 2, 4, 5, 8'''.}} | {{warning|Most of these ''MoveTypes'' are called by the engine, safe ones to use are: '''0, 2, 4, 5, 8'''.}} | ||
{{tip| | {{tip|In {{as}} or later, you can test these out in game with console command <code>ent_fire player AddOutput "MoveType #"</code> where ''#'' is a number from table below.}} | ||
== Various MoveTypes in Valve Source Engine titles == | == Various MoveTypes in Valve Source Engine titles == |
Revision as of 11:31, 14 October 2019
MoveType defines the way entity behaves and moves. For example movetype 0
will freeze the entity and nothing can affect it until its MoveType is changed.



ent_fire player AddOutput "MoveType #"
where # is a number from table below.Various MoveTypes in Valve Source Engine titles
Name | Decimal | Description |
---|---|---|
MOVETYPE_NONE
|
0
|
Freezes the entity, outside sources can't move it. |
MOVETYPE_ISOMETRIC
|
1
|
For players in TF2 commander view etc. Do not use this for normal players! |
MOVETYPE_WALK
|
2
|
Default player (client) move type. |
MOVETYPE_STEP
|
3
|
NPC movement |
MOVETYPE_FLY
|
4
|
Fly with no gravity. |
MOVETYPE_FLYGRAVITY
|
5
|
Fly with gravity. |
MOVETYPE_VPHYSICS
|
6
|
Physics movetype (prop models etc.) |
MOVETYPE_PUSH
|
7
|
No clip to world, but pushes and crushes things. |
MOVETYPE_NOCLIP
|
8
|
Noclip, behaves exactly the same as console command. |
MOVETYPE_LADDER
|
9
|
For players, when moving on a ladder. |
MOVETYPE_OBSERVER
|
10
|
Spectator movetype. DO NOT use this to make player spectate. |
MOVETYPE_CUSTOM
|
11
|
Custom movetype, can be applied to the player to prevent the default movement code from running, while still calling the related hooks. |