Func clip vphysics: Difference between revisions
Jump to navigation
Jump to search
Note: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.
Bug:
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.) |
Gameplayer (talk | contribs) (Added simple explanation.) |
||
Line 1: | Line 1: | ||
[[File:Toolsnodraw.gif|left]] | [[File:Toolsnodraw.gif|left]] | ||
{{CD|CFuncVPhysicsClip|file1=bmodels.cpp}} | {{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. | {{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. | ||
In simple terms, it's an invisible wall that blocks objects but not players. | |||
{{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}}.}} | {{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}}.}} | ||
{{bugfix|<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.|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}} | {{bugfix|<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.|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}} |
Revision as of 12:19, 17 September 2024
![]() |
---|
CFuncVPhysicsClip |
![]() |
func_clip_vphysics
is a brush entity available in all 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.


StartDisabled
is a keyvalue in Hammer, but it is not present in the code. Use a logic_auto and the Disable
input instead. [todo tested in ?]Code Fix:In
bmodels.cpp
, findBEGIN_DATADESC( CFuncVPhysicsClip )
and replaceDEFINE_FIELD( m_bDisabled, FIELD_BOOLEAN )
withDEFINE_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
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.