Entity Flag: Not solid/Passable Last edited 5 months ago2024-05-23 04:59:12 UTC

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With this flag enabled, a brush-based entity will not be solid, so will not affect the player's movement in the way solid brushes do. Useful for things like moving laser targets (i.e. a func_train) that musn't obstruct the player.

The FGDs use both Not solid and Passable but they both mean the same thing.

Note

  • These entities still use up clipnode data. To completely remove clipnodes (and achieve the same effect on any other entity) add the compiler keyvalue zhlt_noclip = 1 to the entities.
Entities applicable (flag value)

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