Clipmodel contents spawnarg: Difference between revisions
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Revision as of 15:59, 11 September 2006
Originally written by Ishtvan on http://forums.thedarkmod.com/topic/3930
I have added the spawnarg: clipmodel_contents
I found I kept having to resort to the SDK to change the contents flags of things, for example if I wanted them to have a clipmodel so that they could be stimmed, but didn't want them to interact with anything else, I set the contents to CONTENTS_FLASHLIGHT_TRIGGER, since we can't add new contents flags, this seemed like the most harmless dummy contents flag to set.
clipmodel_contents an int variable, and it MUST be set to one of the powers of two for the clipmodel contents. These ints may be found in /base/script/doom_defs.script, and they are reproduced here:
#define CONTENTS_SOLID 1 // an eye is never valid in a solid #define CONTENTS_OPAQUE 2 // blocks visibility (for ai) #define CONTENTS_WATER 4 // used for water #define CONTENTS_PLAYERCLIP 8 // solid to players #define CONTENTS_MONSTERCLIP 16 // solid to monsters #define CONTENTS_MOVEABLECLIP 32 // solid to moveable entities #define CONTENTS_IKCLIP 64 // solid to IK #define CONTENTS_BLOOD 128 // used to detect blood decals #define CONTENTS_BODY 256 // used for actors #define CONTENTS_PROJECTILE 512 // used for projectiles #define CONTENTS_CORPSE 1024 // used for dead bodies #define CONTENTS_RENDERMODEL 2048 // used for render models for collision detection #define CONTENTS_TRIGGER 4096 // used for triggers #define CONTENTS_AAS_SOLID 8192 // solid for AAS #define CONTENTS_AAS_OBSTACLE 16384 // used to compile an obstacle // into AAS that can be enabled/disabled #define CONTENTS_FLASHLIGHT_TRIGGER 32768 // used for triggers that are activated by the flashlight
Again, just set this spawnArg if you want to set the contents to something other than default. It's set in idEntity::Spawn, so if something in the SDK sets the contents after idEntity::Spawn, it will override the clipmodel_contents var.