Prop physics multiplayer
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Template:Base point 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.
Keyvalues
- Physics Mode (physicsmode) <choices>
- Sets the physics mode used by the prop.
| 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. |
RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
Flags
Inputs
- Ignite
- Ignite, burst into flames.
- IgniteLifetime <float>
Ignitewith the given lifetime.Todo: Before the flames extinguish, or before health reaches zero?
- IgniteNumHitboxFires <integer>
Ignitewith the given number of hitbox fires.
- IgniteHitboxFireScale <float>
Ignitewith the given hitbox fire scale.
RenderFields:
- Alpha <integer 0–255>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermodeset to a number other than0.
- Color <color255>
- Sets an RGB color for the entity.
Outputs
See also
- Alternate Multiplayer Physics - an article on modifying the source code to this entity.