Revision Difference
Entity:EnableCustomCollisions#560551
<function name="EnableCustomCollisions" parent="Entity" type="classfunc">
<description>Flags an entity as using custom lua defined collisions. Fixes entities having spongy player collisions or not hitting traces, such as after <page>Entity:PhysicsFromMesh</page>
Internally identical to `Entity:AddSolidFlags( bit.bor( FSOLID_CUSTOMRAYTEST, FSOLID_CUSTOMBOXTEST ) )`
Do not confuse this function with <page>Entity:SetCustomCollisionCheck</page>, they are not the same.
</description>
<realm>Shared</realm>
<args>⤶
<arg name="useCustom" type="boolean">True to flag this entity</arg>⤶
</args>⤶
</function>
<example>
<description>Creates a mesh table, and assigns it as the entity's collisions</description>
<code>
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 )
self:EnableCustomCollisions()
end
</code>
</example>