Allows you to set up a fake clipping object. It's fake in that sense, that it only operates server-side, thus might be laggy, and allows more object filtering than the default collision hulls. For clip brushes that block players, but not monsters, try making a func_wall with clip brushes and add a null-textured brush to it so the compile tools allow it.
- 1: "Start off": If set, the func_clip starts disabled and won't block anything. Turning it on while something is inside might stuck it, depending on whether it is affected by this func_clip and how the directional settings of the func_clip are setup.
- 2: "Directional (angles)": If set, the func_clip will block only in the direction specified by the angles-keyvalue, using a tolerance of 'Direction tolerance'. (see below)
- 4: "No clients": If set, players can pass the func_clip seemlessly.
- 8: "Monsters": If set, monsters cannot pass.
- 16: "Pushables": If set, pushables cannot pass.
- 32: "Everything else": If set, all other entities not governed by the above three flags cannot pass.
- "Direction tolerance", frags :
- If the 'Directional'-flag is set, this value specifies the minimum required (smaller) angle between an entity's movement vector and the func_clip's negated blocking vector to still be allowed to pass. E.g., when the func_clip's yaw was 90 degrees (pointing north/up) and direction tolerance was set to 179, you'd only be able to pass the func_clip when walking towards it from south in a straight line pointing quite exactly towards north.