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.
Arguments
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( true )
end