Prop physics multiplayer: Difference between revisions
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== Entity description == | == Entity description == | ||
This class is identical to prop_physics, aside from the runtime collisions which use a more bouncy method avoiding the prediction errors associated with normal physics objects. | This class is identical to [[prop_physics]], aside from the runtime collisions which use a more bouncy method avoiding the prediction errors associated with normal physics objects. | ||
* See also [[prop_physics]] - a more realistic and expensive version of prop_physics_multiplayer. | * See also [[prop_physics]] - a more realistic and expensive version of prop_physics_multiplayer. |
Revision as of 18:42, 17 April 2008
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Entity description
This class is identical to prop_physics, aside from the runtime collisions which use a more bouncy method avoiding the prediction errors associated with normal physics objects.
- See also prop_physics - a more realistic and expensive version of prop_physics_multiplayer.
- sv_turbophysics - a Console Variable to set the physicsmode on the gameserver.
- Prop Footsteps - a tutorial with supplementary code on the effects of players walking over proper entities.
Keyvalues
- <choices> Sets the physics mode used by the prop. Should be set to one of the following:
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. |
See also
- Template:In code
- Alternate Multiplayer Physics - an article on modifying the source code to this entity.