Noclipmodel: Difference between revisions
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By default, ''noclipmodel'' is set to 0. There are few situations where you need to set it to 1: | By default, ''noclipmodel'' is set to 0. There are few situations where you need to set it to 1: | ||
* If you want an object to start non-solid and possibly become | * If you want an object to start non-solid and possibly become solid later in the game then use '''''solid 0''''' instead (see [[solid]]) | ||
* For a permanently non-solid object there is a tiny performance gain using ''noclipmodel 1'' instead so no collision-checking takes place but see notes below. | * For a permanently non-solid object there is a tiny performance gain using ''noclipmodel 1'' instead so no collision-checking takes place but see notes below. | ||
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All moveables | All moveables | ||
target_set_frobable | target_set_frobable | ||
Other: | |||
All clip-based stims | |||
{{spawnargs}} | {{spawnargs}} |
Latest revision as of 02:16, 16 January 2022
A clip model is a simplified shape used to check for collisions with other objects in the gameworld. It can be disabled by adding the spawnarg and value:
noclipmodel 1
By default, noclipmodel is set to 0. There are few situations where you need to set it to 1:
- If you want an object to start non-solid and possibly become solid later in the game then use solid 0 instead (see solid)
- For a permanently non-solid object there is a tiny performance gain using noclipmodel 1 instead so no collision-checking takes place but see notes below.
NOTES:
The following will be disabled if noclipmodel is set to 1.
Spawnargs: size mins maxs clipmodel
Entities: All moveables target_set_frobable
Other: All clip-based stims