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".