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on quakewiki.org...want dead bodies that are shootable but do not obstruct movement by players and monsters, note that if you traceline with a SOLID_SLIDEBOX entity...
...MOVETYPE_WALK
- Only for use with players. Designates that the player should use standard movement physics. Does not apply angular velocity.
MOVETYPE_STEP
- This entity is...
- Only for use with players. Designates that the player should use standard movement physics. Does not apply angular velocity.
MOVETYPE_STEP
- This entity is...
...Finally, player movement is severely limited further by network protocol and it's position/movement packets framing: in vanilla Quake the network layer is...
...This flag is automatically handled by the entity's movement.
FL_WATERJUMP
- Engine flag that denotes the player is currently jumping out of a liquid...
FL_WATERJUMP
- Engine flag that denotes the player is currently jumping out of a liquid...
...As the name implies it is commonly used for doors, however its movement is also useful in implementing simple moving objects such as lifts...
...Also stores how much drowning damage to deal to the player.
- void() think1
- The function to call when an entity reaches its movement or...
- void() think1
- The function to call when an entity reaches its movement or...
...Fields:Solid
From Quake Wiki
The solid field determines how an entity can be interacted with and in certain cases how its movement is...
From Quake Wiki
The solid field determines how an entity can be interacted with and in certain cases how its movement is...
...Technical[edit]
Main gib code resides in player.qc. The spawning of gibs is done using the ThrowGib function, citing various model files, typical...
Main gib code resides in player.qc. The spawning of gibs is done using the ThrowGib function, citing various model files, typical...
...Clip[edit]
Clip is a special texture, named "clip", which is invisible, yet blocks player and monster movement. Brushes must be fully textured with...
Clip is a special texture, named "clip", which is invisible, yet blocks player and monster movement. Brushes must be fully textured with...
...Similar to func_detail_fence, but with no collision (players / monsters / gunfire), and doesn’t cast shadows unless enabled with "_shadow" "1"
. Useful for creating hanging...
. Useful for creating hanging...