Talk:Func clip vphysics: Difference between revisions
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::Just a small aside to Kateye's point. While right theres an excpetion with NPC's entirley physic based NPC's like scanners and rollermines are considered vphysics --[[User:Angry Beaver|Angry Beaver]] 19:47, 14 Oct 2006 (PDT) | ::Just a small aside to Kateye's point. While right theres an excpetion with NPC's entirley physic based NPC's like scanners and rollermines are considered vphysics --[[User:Angry Beaver|Angry Beaver]] 19:47, 14 Oct 2006 (PDT) | ||
== "Start Disabled | == "Start Disabled" Broken == | ||
After a few frustrating test runs, I found out that setting "Start Disabled | After a few frustrating test runs, I found out that setting "Start Disabled" to Yes doesn't work. You'll have to configure a trigger in-game to disable/enable it. (I used the 'Clip' material) --[[User:Mattshu|Mattshu]] 05:11, 28 January 2011 (UTC) |
Revision as of 22:20, 27 January 2011
What exactly counts as Vphysics? I know func_physboxes and combine balls are, but that the player is not, but what else? Vphysics should get a separate page where it is explained, because it is already being linked to. --Andreasen 03:49, 13 Oct 2006 (PDT)
- VPhysics are objects which have physical characteristics. This includes prop_physics, func_physbox, frag grenades, and pickupable items (like weapon_smg1 or item_healthkit). The player, living NPCs, in-flight RPGs and SMG grenades are hull simulated. Bullets are ray-simulated. If it can roll around it's probably VPhys. Otherwise it's probably not. --Kateye 20:38, 13 Oct 2006 (PDT)
- Just a small aside to Kateye's point. While right theres an excpetion with NPC's entirley physic based NPC's like scanners and rollermines are considered vphysics --Angry Beaver 19:47, 14 Oct 2006 (PDT)
"Start Disabled" Broken
After a few frustrating test runs, I found out that setting "Start Disabled" to Yes doesn't work. You'll have to configure a trigger in-game to disable/enable it. (I used the 'Clip' material) --Mattshu 05:11, 28 January 2011 (UTC)