Entity Flag: Not solid/Passable Last edited 1 month ago2024-08-27 14:26:35 UTC

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.

Notes

  • 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 that have "touch" and "blocked" behaviours (e.g. a func_door) will cease to sense them with this flag enabled.
  • When using hacks to make brush entities use a model or a sprite, this flag must be checked to disable the above behaviours, otherwise the game will crash when it runs the routines for "touch"/"block".
Entities applicable (flag value)

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