Prop physics multiplayer: Difference between revisions
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==Entity Description== | ==Entity Description== | ||
This class is the same as [[prop_physics]], except the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get. | This class is the same as [[prop_physics]], except the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get. | ||
==Keyvalues== | ==Keyvalues== | ||
==Flags== | ==Flags== | ||
==Inputs== | ==Inputs== | ||
==Outputs== | ==Outputs== | ||
==See Also== | ==See Also== | ||
* [[prop_physics]] - The more realistic but resource consuming prop_physics version. | * [[prop_physics]] - The more realistic but resource consuming prop_physics version. | ||
* [[sv_turbophysics]] | * [[sv_turbophysics]] | ||
* [[Prop Footsteps]] - A tutorial that | * [[Prop Footsteps]] - A tutorial that provides essential code for when players walk on entities like this, it's not ignored during footstep sound computation. | ||
[[Category:Entities]] | [[Category:Entities]] |
Revision as of 20:29, 12 April 2006
Entity Description
This class is the same as prop_physics, except the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get.
Keyvalues
Flags
Inputs
Outputs
See Also
- prop_physics - The more realistic but resource consuming prop_physics version.
- sv_turbophysics
- Prop Footsteps - A tutorial that provides essential code for when players walk on entities like this, it's not ignored during footstep sound computation.