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Detecting if a point is inside a solid

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I'm confused. I'm trying to detect world brushes, which it says are under the class solid. I don't think they have names, so I don't see how filter name could work.

chickenmobile wrote:
Like I said, use a trigger with a filter of a block that is parented to the cube. When the (invisible) brush touches the trigger it will fire the catapult.

I'm assuming you are using this method?

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Oh. I was going for a more self contained method with the invisible block attached to the cube detecting the brushes that make up the world. Seemed more self contained and easier to drop into a map.

There is no way to do what you're trying to do. You need to fake it using the method that chickenmobile suggested.

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Soundlogic wrote:
I'm confused. I'm trying to detect world brushes, which it says are under the class solid. I don't think they have names, so I don't see how filter name could work.

There's no trigger interaction for world brushes - they'd need to be func_brush or func_clip_vphysics with a name.

For your cube idea you could try parenting a thin trigger_multiple (or even the trigger_catapult itself if parenting works) to the cube, covering the relevant face (because parenting anything solid would make it glitchy). Give it a filter_activator_name for the entity 'cube_brushes'. Then cover any surface that your cube can touch with a func_clip_vphysics named 'cube_brushes' & give it an invisible texture.

The func_clip_vphysics can be solid only to the cube by using its filtername keyvalue, so you'd need another filter_activator_name that has the cube's name.

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