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.
Confirm:seems to be false bug because I don't see anything related to name in source code [todo tested in ?]
AltNames: In 
Left 4 Dead series, this entity is also tied to 
and physicsmode keyvalue works when used on prop_physics
Note:Other
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:* 3: "Non-Solid, Client-side" | :* 3: "Non-Solid, Client-side" | ||
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{{OtherKIO|prop_physics}} | |||
== See also == | == See also == |
Revision as of 08:42, 2 July 2024
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CPhysicsPropMultiplayer |
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prop_physics_multiplayer
is a point entity available in all Source games. 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.




prop_physics
. CPhysicsPropMultiplayer doesn't seem to be present 

Keyvalues
- Physics Mode (physicsmode) <choices>
- Sets the physics mode used by the prop.
- 0: "Auto Detect"
- 1: "Solid, Server-side"
- 2: "Non-Solid, Server-side"
- 3: "Non-Solid, Client-side"

Keyvalues / Inputs / Outputs
are same as prop_physics.See also
- prop_data
- Prop Types Overview
- Alternate Multiplayer Physics - an article on modifying the source code to this entity.