Brush that blocks bullets/projectiles?

noodleboy347

L1: Registered
Jun 29, 2009
30
0
I need to make an invisible brush that blocks incoming bullets and projectiles, but still allows players to pass through it. Help please?
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
I think blockbullet texture, then tie the brush to func_illusionary may work. Not entirely sure.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
apply one of the metal ibeam textures to a brush then tie that to func_brush and set the render mode to 'don't render'.
 
Feb 18, 2009
640
629
blockbullets clips players, func_illusionary is a good idea, but I think it cancels the effects of the texture (aka, you can see the brush as you would in hammer, but wouldn't have the properties of a normal texture) and Psy's idea made me go "WTF? How would that work?" but he usually knows what he's doing :p
 

Caliostro

L6: Sharp Member
Jul 6, 2009
261
110
Word to the wise: being able to move through a place you can't shoot through is generally bad and breaks immersion faster than a kick in the dick... Use it with care.
 

noodleboy347

L1: Registered
Jun 29, 2009
30
0
Word to the wise: being able to move through a place you can't shoot through is generally bad and breaks immersion faster than a kick in the dick... Use it with care.

It's not a realistic map it's a "fun" map.

Anways, I've had no success with these. The closest was Psy's method, but players are unable to walk through the brush.
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I've always hated that stickies stick to 'blockbullets'. That's annoying. Had a couple round gates that could be spammed over, thought i would be clever and use that and everyone ingame's "OMG FLYING STICKIES".
 

ParanoidDrone

L3: Member
Feb 19, 2009
147
11
Couldn't you grab the decompiled Pipeline and see what Valve did above the stage 1 gate? You used to be able to shoot over it, but now grenades etc. just bounce back if you try.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
they don't stick to brush entities (other than func_detail, special case). So I would just take a nodraw and set it to func_brush for something like that.

There is no way to make a wall that you can walk trough but not shoot trough. Atleast to my knowledge, but I'm pretty sure I tried most things.