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How to set clipbrush to entity?

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How to set clipbrush to entity?

Postby daemonicky » Fri May 06, 2011 5:01 pm

I need to block player dynamically from going somewhere. The blocks must not be visible. I tried to do it manually by setting velocity to zero but player got very high speed, probably engine thought he was stuck.

One solution is to use clipbrush. It works great.
I want to add clipbrush to entity, but compilers stops with "Entity with no valid brushes or textures on line...".

How to assign cliprush to entity?

Thank you very much for reply :) .


(Maybe Quake allows it but compilers deny it? Maybe I can program it? But it will take lot of time which I dont have. Maybe it can be suppressed in bsp compiler?)
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Postby Arkage » Fri May 06, 2011 5:59 pm

Use a texture thats transparent?
or if you want it done in the qc you could just spawn an ent, set its size to what you want, its solid type to solid_bbox, give it a dummy model and set its owner to world and then it should have collisions and not be visable.
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Postby metlslime » Thu May 12, 2011 9:40 pm

You need at least one regular (non-clip) brush in the entity, then clip brushes are okay.

You could bury the non-clip brush under the floor so you can't see it, or use a skip texture to make it invisible (note: skip requires extra compile step to work)
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Re: How to set clipbrush to entity?

Postby Nahuel » Thu May 12, 2011 11:57 pm

Maybe you can use this!
I believe that it is the best and simplest solution, if you use darkplaces you can use a simple func_wall with alpha .
Code: Select all
void () func_invisible_wall = {

   self.classname = "invisible_wall";
   self.solid = SOLID_BSP;
   self.movetype = MOVETYPE_PUSH;
   setmodel (self,self.model);
   self.model = string_null;

  };
hi, I am nahuel, I love quake and qc.
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