This article's documentation is for anything that uses the Source engine. Click here for more information.

Sv pushaway clientside size: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.)
Line 1: Line 1:
{{Format|type=c2|sv_pushaway_clientside_size}} This console variable is used to differentiate between which props should be made on the server and which props should be made on the client. If an object does not have "Force server-side" on, and its [[Bounding volume|oriented bounding box's]] volume is less than the cubic volume with the side length of '''sv_pushaway_clientside_size''', it will be created on the client, rather than the server. Remember that servers can set their own value for the variable, so even if a physics object is huge and is an important part of the gameplay, it should be marked as "Force server-side."
{{this is a|name=sv_pushaway_clientside_size|c2}} This console variable is used to differentiate between which props should be made on the server and which props should be made on the client. If an object does not have "Force server-side" on, and its [[Bounding volume|oriented bounding box's]] volume is less than the cubic volume with the side length of '''sv_pushaway_clientside_size''', it will be created on the client, rather than the server. Remember that servers can set their own value for the variable, so even if a physics object is huge and is an important part of the gameplay, it should be marked as "Force server-side."

Revision as of 13:37, 4 January 2024

sv_pushaway_clientside_size is a c2 available in all Source Source games. This console variable is used to differentiate between which props should be made on the server and which props should be made on the client. If an object does not have "Force server-side" on, and its oriented bounding box's volume is less than the cubic volume with the side length of sv_pushaway_clientside_size, it will be created on the client, rather than the server. Remember that servers can set their own value for the variable, so even if a physics object is huge and is an important part of the gameplay, it should be marked as "Force server-side."