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Func clip vphysics: Difference between revisions

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(some of us are idiots...I'm helping dumb it down)
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{{wrongtitle|title=func_clip_vphysics}}
[[File:Toolsnodraw.gif|left]]
{{CD|CFuncVPhysicsClip|file1=bmodels.cpp}}
{{this is a|brush entity|name=func_clip_vphysics}} It is considered solid to [[VPhysics]] objects (such as a {{ent|prop_physics}}). [[QPhysics]] objects (such as {{ent|player}}s) can pass freely. It can also use a filter to only collide with specific objects.


==Entity Description==
In simple terms, it's an invisible wall that blocks objects but not players.
A [[Entity#Brush_entities|brush entity]] that is considered solid to [[VPhysics|vphysics]]; in layman's terms, an invisible wall.
{{note|Any normal material can be used on this entity's brush faces; a material with {{cmd|%CompileNoDraw}} and/or {{cmd|%CompileTrigger}} is recommended. Vphysics clip brushes are not drawn with {{cmd|r_drawclipbrushes}} or {{cmd|showtriggers_toggle}}.}}
 
{{bug*|<code>StartDisabled</code> is a keyvalue in Hammer, but it is not present in the code. Use a {{ent|logic_auto}} and the <code>Disable</code> input instead.  
==Availability==
{{expand|title=Code fix|{{fix|In <code>bmodels.cpp</code>, find <code>BEGIN_DATADESC( CFuncVPhysicsClip )</code> and replace <code>DEFINE_FIELD( m_bDisabled, FIELD_BOOLEAN )</code> with <code>DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" )</code>. No changes to the FGDs or existing maps are required.|code}}}}}}
{{in game|brush}} {{game-base}}
{{in code|class=class_c_func_v_physics_clip.html CFuncVPhysicsClip|file=bmodels_8cpp-source.html bmodels.cpp}}


==Keyvalues==
==Keyvalues==
*{{kv targetname}}
{{KV Targetname}}
*'''filtername'''
{{KV|Filter Name|intn=filtername|filterclass|[[Filter]] to use to see if activator collides with this entity.}}
:<filterclass> Filter to use to see if activator collides with me. See filter_activator_name for more explanation.


==Inputs==
==Inputs==
*{{i targetname}}
{{I|Enable|Enable collision}}
{{I|Disable|Disable collision}}


==Outputs==
== See also ==
*{{o targetname}}
* {{l4d2}}{{ent|script_clip_vphysics}}


[[Category:Entities]][[Category:Brush Entities]]
[[Category:Physics]]

Latest revision as of 13:28, 17 September 2024

Toolsnodraw.gif
C++ Class hierarchy
CFuncVPhysicsClip
CBaseEntity
C++ bmodels.cpp

func_clip_vphysics is a brush entity available in all Source Source games. It is considered solid to VPhysics objects (such as a prop_physics). QPhysics objects (such as players) can pass freely. It can also use a filter to only collide with specific objects.

In simple terms, it's an invisible wall that blocks objects but not players.

Note.pngNote:Any normal material can be used on this entity's brush faces; a material with %CompileNoDraw and/or %CompileTrigger is recommended. Vphysics clip brushes are not drawn with r_drawclipbrushes or showtriggers_toggle.
Icon-Bug.pngBug*:StartDisabled is a keyvalue in Hammer, but it is not present in the code. Use a logic_auto and the Disable input instead.
Code fix
Cpp.pngCode Fix:In bmodels.cpp, find BEGIN_DATADESC( CFuncVPhysicsClip ) and replace DEFINE_FIELD( m_bDisabled, FIELD_BOOLEAN ) with DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ). No changes to the FGDs or existing maps are required.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Filter Name (filtername) <filter>
Filter to use to see if activator collides with this entity.

Inputs

Enable
Enable collision
Disable
Disable collision

See also