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Semiclip


  
 
 
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Elusive138
Senior Member
Join Date: Dec 2010
Old 01-14-2011 , 10:17   Re: Semiclip
Reply With Quote #4

Quote:
Originally Posted by Flipper_SPb View Post
You need to make player not solid (no clip)?

set_pev(id, pev_solid, SOLID_NOT)
Quote:
Originally Posted by hlsdk
// SOLID only effects OTHER entities colliding with this one when they move - UGH!


Try one of these?
Code:
// pev(entity, pev_movetype) values
#define    MOVETYPE_NONE                   0           // Never moves
#define    MOVETYPE_WALK                   3           // Player only - moving on the ground
#define    MOVETYPE_STEP                   4           // Gravity, special edge handling -- monsters use this
#define    MOVETYPE_FLY                    5           // No gravity, but still collides with stuff
#define    MOVETYPE_TOSS                   6           // Gravity/Collisions
#define    MOVETYPE_PUSH                   7           // No clip to world, push and crush
#define    MOVETYPE_NOCLIP                 8           // No gravity, no collisions, still do velocity/avelocity
#define    MOVETYPE_FLYMISSILE             9           // Extra size to monsters
#define    MOVETYPE_BOUNCE                 10          // Just like Toss, but reflect velocity when contacting surfaces
#define    MOVETYPE_BOUNCEMISSILE          11          // Bounce w/o gravity
#define    MOVETYPE_FOLLOW                 12          // Track movement of aiment
#define    MOVETYPE_PUSHSTEP               13          // BSP model that needs physics/world collisions (uses nearest hull for world collision)

Last edited by Elusive138; 01-14-2011 at 10:34.
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