script_clip_vphysics

From Valve Developer Community
Revision as of 12:46, 8 January 2024 by Thunder4ik (talk | contribs) (→‎See also: Unicodifying, replaced: See Also → See also)
Jump to navigation Jump to search
C++ class hierarchy
CScriptVPhysicsClip
CFuncVPhysicsClip
CBaseEntity

script_clip_vphysics is an e0 available in Left 4 Dead 2 Left 4 Dead 2. 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.

Keyvalues

Filter Name (filtername) <filter>
Filter to use to see if activator collides with this entity.
Bounding Box Extents (extent) <vector>
Controls the size of the bounding box. If mins/maxs were usable here instead then mins -100 -100 -100 and maxs 100 100 100 would be equivalent to extent 100 100 100.
See also:  Image at bounding box page

Origin (origin) <vector>
Center of the bounding box specified by the extent
Angles (angles) <vector>
Angles of the bounding box specified by the extent
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

Inputs

EnableDisable:

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

See also