disable collision of prop_phys
Quote from gallardo on September 14, 2013, 8:49 amHi,
I need to disable the collision of a prop_phys at runtime.
disableDraw is nice but it just make it invisible and still solid.
other ways that I'm not aware of?
Hi,
I need to disable the collision of a prop_phys at runtime.
disableDraw is nice but it just make it invisible and still solid.
other ways that I'm not aware of?
Quote from FelixGriffin on September 14, 2013, 9:34 amWhy would you want to disable the collisions of a physics prop? The point of prop_physics is that it can fall and move and bump into things. Use a prop_dynamic if you don't want it to be physically simulated.
There are a few ways that I wouldn't recommend, but here they are:
Please don't use
[spoiler]You could temporarily parent it to something static like an info_target, or set the Debris spawnflag to make it ignore the player.[/spoiler]
Why would you want to disable the collisions of a physics prop? The point of prop_physics is that it can fall and move and bump into things. Use a prop_dynamic if you don't want it to be physically simulated.
There are a few ways that I wouldn't recommend, but here they are:
Please don't use
Quote from gallardo on September 14, 2013, 10:54 amI need to disable the simulation for a second, then it can continue to behave like a prop_phys is meant to be.
setting the spawnflag seems very promising. i'll test with that and report.
thanks
I need to disable the simulation for a second, then it can continue to behave like a prop_phys is meant to be.
setting the spawnflag seems very promising. i'll test with that and report.
thanks
Quote from gallardo on September 14, 2013, 11:18 amchanging the spawnflag doesnt work at runtime
ent_fire entity addoutput "spawnflags 260"
changing the spawnflag doesnt work at runtime
ent_fire entity addoutput "spawnflags 260"
Quote from AntiVector on September 14, 2013, 1:32 pmIf there's a specific wall you want your cube to phase through, just make that wall a func_brush to give it a name and set up a logic_collision_pair with Attachment 1 being your object and Attachment 2 being the brush. Now you can turn collisions on and off on a whim and not affect anything else by simply telling the logic_collision_pair to DisableCollisions or EnableCollisions.
If there's a specific wall you want your cube to phase through, just make that wall a func_brush to give it a name and set up a logic_collision_pair with Attachment 1 being your object and Attachment 2 being the brush. Now you can turn collisions on and off on a whim and not affect anything else by simply telling the logic_collision_pair to DisableCollisions or EnableCollisions.
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Quote from FelixGriffin on September 22, 2013, 10:59 amSo use !player as one of the entities.
So use !player as one of the entities.