Func clip vphysics: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Cleanup)
Line 1: Line 1:
{{wrongtitle|title=func_clip_vphysics}}
{{base brush|func_clip_vphysics}} It is considered solid to [[VPhysics|vphysics]]; in layman's terms, an invisible wall.
{{base_brush}}
 
==Entity Description==
A [[Entity#Brush_entities|brush entity]] that is considered solid to [[VPhysics|vphysics]]; in layman's terms, an invisible wall.
{{bug|"Start Disabled" is not functional. It must be disabled by another entity. A fix is available below.}}
{{bug|"Start Disabled" is not functional. It must be disabled by another entity. A fix is available below.}}


Line 9: Line 5:
{{in game|brush}} {{game-base}} In code it is represented by class CFuncVPhysicsClip, defined in bmodels.cpp.
{{in game|brush}} {{game-base}} In code it is represented by class CFuncVPhysicsClip, defined in bmodels.cpp.


==Keyvalues==
== Keyvalues ==
*{{KV Targetname}}
{{KV|Filter Name|filterclass|Filter to use to see if activator collides with me. See filter_activator_name for more explanation. Allow means 'Allow to Block' for this entity.}}
*'''filtername'''
{{KV Targetname}}
:<filterclass> Filter to use to see if activator collides with me. See filter_activator_name for more explanation.
{{KV EnableDisable}}


==Inputs==
== Inputs ==
*{{I Targetname}}
{{I Targetname}}
{{I EnableDisable}}


==Outputs==
== Outputs ==
*{{O Targetname}}
{{O Targetname}}


==Fixing Start Disabled Behavior==
==Fixing Start Disabled Behavior==

Revision as of 07:50, 24 July 2011

Template:Base brush It is considered solid to vphysics; in layman's terms, an invisible wall.

Icon-Bug.pngBug:"Start Disabled" is not functional. It must be disabled by another entity. A fix is available below.  [todo tested in ?]

Availability

Template:In game Template:Game-base In code it is represented by class CFuncVPhysicsClip, defined in bmodels.cpp.

Keyvalues

Filter Name ([todo internal name (i)]) <filter>
Filter to use to see if activator collides with me. See filter_activator_name for more explanation. Allow means 'Allow to Block' for this entity.
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

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

Fixing Start Disabled Behavior

By default, start disabled is unsupported by this entity, but this can be easily corrected in code. To start, edit line 1355 of bmodels.cpp to read:

DEFINE_KEYFIELD( m_bDisabled,	FIELD_BOOLEAN, "startdisabled" ),

Then, simply add the new keyfield to func_clip_vphysics's definition in your mod's base FGD.

startdisabled(choices) : "Start Disabled" : 0 : "The entitiy's default state" =
[
	0 : "No"
	1 : "Yes"
]