Func clip vphysics

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Revision as of 19:59, 28 September 2016 by Steve the Pocket (talk | contribs) (Clarifying something I went to the trouble of making a test map to be sure of.)
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Template:Base brush

Entity description

It is considered solid to vphysics; in layman's terms, an invisible wall. It is not solid to players.

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

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"
]