Standing on props is laggy

In my gamemode, platforms are created from Blast Doors, in which I use the following code to freeze.



	self.Entity:PhysicsInit( SOLID_VPHYSICS )
	self.Entity:SetMoveType( MOVETYPE_VPHYSICS )
	self.Entity:SetSolid( SOLID_VPHYSICS )


Later in the game, I unfreeze the prop and it falls.

However, while the props are frozen, they are incredibly laggy and hard to jump on.

Does anyone know how I can fix this without mapping?

Is it a 100 tick server? Those have issues with jumping and such.

To be honest, I am not sure.

I would help you, but I can’t say I know what’s wrong. And I don’t want to point you in the wrong direction. Sorry =[

Sorry if I get this wrong, but usually when props are unfrozen you experience something similar to lag (visually).

[editline]12:27AM[/editline]

So self.Entity:EnableMotion(“false”)

Not sure if you need hte “”

I already do that.

If normally the are not suppose to be moveable the use prop_dynamic. No walk lag, no physics just collision, so less overhead on the server too.

It’s because of that new movement update, the prediction makes lots of error since it, that’s why it feels laggy.

Sorry for my lack of knowledge, but how do I specify my custom scripted entity as a prop_dynamic

ents.Create(“prop_dynamic”) in its creation code?