How to set clipbrush to entity?

Discuss programming in the QuakeC language.
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daemonicky
Posts: 185
Joined: Wed Apr 13, 2011 1:34 pm

How to set clipbrush to entity?

Post by daemonicky »

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?)
Arkage
Posts: 66
Joined: Thu Nov 19, 2009 4:17 pm

Post by Arkage »

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.
metlslime
Posts: 316
Joined: Tue Feb 05, 2008 11:03 pm

Post by metlslime »

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)
Nahuel
Posts: 495
Joined: Wed Jan 12, 2011 8:42 pm
Location: mar del plata

Re: How to set clipbrush to entity?

Post by Nahuel »

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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