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 solide later in the game then use '''''solid 0''''' instead (see [[solid]])
* 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.



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