prop_physics_multiplayer
		
		
		
		
		
		Jump to navigation
		Jump to search
		
AltNames: In 
 Left 4 Dead series, this entity is also tied to 
 and physicsmode keyvalue works when used on prop_physics 
Note:Other 
		
	
| CPhysicsPropMultiplayer | 
prop_physics_multiplayer  is a   model 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, and that physics mode can be changed.
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"
 
 
Important:If physicsmode is 0 or 3 then this can create a clientside physical prop which cannot be controlled via I/O, vscript or picked up and doesn't count towards server entity limits other than for a moment during spawning. 
Warning:In singleplayer where save/load is available it won't get saved into a save file. It instead always respawns at its original position, but only if at least one server-side entity uses the same model. This is because otherwise the model is not precached (see output of command cl_precacheinfo modelprecache)
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.