Custom model doesn't seem to take notice of $contents QC command

Discussion in 'Mapping Questions & Discussion' started by Tornronim, Jul 20, 2013.

  1. Tornronim

    Tornronim L1: Registered

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    I've made a custom model that needs to block players and projectiles, but not bullets. I found the $contents (https://developer.valvesoftware.com/wiki/$contents) command on the dev wiki that seems perfect, but when I add it to my QC there doesn't seem to be any effect at all. No errors in the compile log and ingame it's still fully solid to everything including bullets.

    I have managed to find few mentions of it on google and people seem to have managed to get it working in some Source versions, so I'm asking if it's deprecated in TF2 or my setup is wrong. Currently model is a simple prop_static, I've also tested it as prop_dynamic and nothing changed.

    QC:
    Code:
    $modelname	"rpd/mainhall_rail_centre.mdl"
    $staticprop
    $body mainhall_rail_centre "mainhall_rail_centre.smd"
    $contents "grate"
    
    $collisionmodel "mainhall_rail_centre_hull.smd" {
    	$concave
    }
    
    $surfaceprop "wood" 
    $cdmaterials "models/rpd"
    $sequence idle "mainhall_rail_centre" fps 1
    Mesh & physhull:
    [​IMG]

    Sorry if this is posted in the wrong place and thanks in advance for anyone who can help.
     
  2. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    It's possible this command just doesn't work in TF2, like a lot of other things.

    Try just making your own collision mesh out of playerclip, then it's non-solid to bullets but it is to players.
     
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  3. Pocket

    aa Pocket func_croc

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    What did they do to make the existing railing props nonsolid to bullets in the latest update? Just make them non-solid and place a playerclip over them?
     
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  4. Tornronim

    Tornronim L1: Registered

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    I didn't think of that actually thanks, it should work fine.