Slick is a defrag mechanic that gives frictionless ground movement. Slick is distinct from the slide mechanic that func_slide
provides. There are three ways to add slick to a map: the func_slick
brush entity, the %compileSlick
material paramater, and the SetSlick
player input.
func_slick
#
The func_slick
entity is a brush entity that will give the slick effect to the player when they stand on it. This entity has no special properties.
{:.notice–info} This entity is always forced to use BSP collision, overriding any mapper-set value.
%compileSlick
Material Property
#
Any material with the %compileSlick
parameter set to 1 will act as a slick surface when compiled onto world geometry or func_detail
.
{:.notice–info}
A slick material is only guaranteed to work on world geometry or func_detail
, it is not known to work on other brush entities, displacements, or props.
Here is an example VMT for a slick material:
"LightmappedGeneric"
{
$basetexture test_materials\slick_ice
%compileSlick 1
}
SetSlick
Player Input
#
The SetSlick
input on the player entity takes a number of seconds to give the player slick. If the number is 0, slick is removed, and if the number is negative, the player has indefinite slick. To make a slick version of a normal map, you can add a logic_auto
entity that will give the player indefinite slick on spawn.