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  Entity:EnableCustomCollisions()

Description

Flags an entity as using custom lua defined collisions. Fixes entities having spongy player collisions or not hitting traces, such as after Entity:PhysicsFromMesh

Internally identical to Entity:AddSolidFlags( bit.bor( FSOLID_CUSTOMRAYTEST, FSOLID_CUSTOMBOXTEST ) )

Do not confuse this function with Entity:SetCustomCollisionCheck, they are not the same.

Example

Creates a mesh table, and assigns it as the entity's collisions

function ENT:ProceduralPlatform() local VERTICES = {} for x = 1, 32 do for y = 1, 32 do table.insert( VERTICES, { pos = ( self:GetPos() + Vector( 0, 0, 1 ) ) } ) table.insert( VERTICES, { pos = ( self:GetPos() + Vector( 0, y, 1 ) ) } ) table.insert( VERTICES, { pos = ( self:GetPos() + Vector( x, y, 1 ) ) } ) table.insert( VERTICES, { pos = ( self:GetPos() + Vector( 0, 0, 1 ) ) } ) table.insert( VERTICES, { pos = ( self:GetPos() + Vector( x, y, 1 ) ) } ) table.insert( VERTICES, { pos = ( self:GetPos() + Vector( x, 0, 1 ) ) } ) end end self:PhysicsFromMesh( VERTICES ) self:GetPhysicsObject():EnableMotion( false ) self:EnableCustomCollisions() end

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