No-clipping Fence

Porkenstein

L1: Registered
Oct 24, 2009
11
5
I'm making a symmetrical map which centers around a hill, and I've added fences off to the side of the hill on both sides of the map to keep players directed toward their side buildings in the map.

Basically, what I want to know is if there's a way to make these fences stop players as barriers, but not allow them to walk on top of them. I don't want players to be able to walk straight from the hill to the side buildings' second floors via the top of the fences.

A simpler question would be: is there an entity which repells but doesn't clip players?

Thanks for the help, I'm a noob and really need an answer to this one.
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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You could just have the clip brush go all the way up to the skybox ceiling. Unless I misunderstood what you're trying to do.
 

Porkenstein

L1: Registered
Oct 24, 2009
11
5
Thanks, and that's not a bad idea, but that could restrict the mobility of, say, rocket jumping soldiers. Maybe I'll just modify the fence itself so it can't be jumped on, but I'd really like it if people simply slid away from the top...
 

Exist

L6: Sharp Member
Oct 31, 2009
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Fun Fact: Playerclip brushes don't block bullets, they just block players. If your looking to block both players and bullets, texture the brush with the blockbullets
 

lana

Currently On: ?????
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Sep 28, 2009
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You could have a point at the end of your clip so that players slide off the top.
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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You could have a point at the end of your clip so that players slide off the top.

Unless they land directly on the edge, in which case they'll simply stand on it.

@OP either use a trigger_push or simply block off any path that would allow non-vertical classes to get on the fence.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
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Thanks, and that's not a bad idea, but that could restrict the mobility of, say, rocket jumping soldiers.

I see where this is going. You want players to be able to go over the fence but not walk along it. I guess my question is whether being able to go over the fence is necessarily that important to gameplay. Not being able to rocket jump onto and over obstacles that they "should" be able to is pretty common in TF2 maps, and players are used to it.

Here's a thought. The fence runs into the side of the hill, right? In such a way that it looks like you could walk onto the fence from the top of the hill? How about putting a post right where the fence and hill meet, so there's no way to get from the top of the fence to the hill and vice versa?
 

tyler

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Sep 11, 2013
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Fun Fact: Playerclip brushes don't block bullets, they just block players. If your looking to block both players and bullets, texture the brush with the blockbullets
Don't use blockbullets, it cuts vis. Use invisible.

For your problem, I always wondered if making a triangle with the top point at the top would work. I find it pretty unlikely someone could balance on a single pixel or whatever.
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
Don't use blockbullets, it cuts vis. Use invisible.

For your problem, I always wondered if making a triangle with the top point at the top would work. I find it pretty unlikely someone could balance on a single pixel or whatever.

Why invisible? I tend to use Clip (just clip) which works fine for me...
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
You need to remember that nowhere in the tf2 canon is there a fence that can be jumped over, so I would change the prop or make the clip go to the skybox. Fences are the gameplay barrier, and you're only confusing players.
 

littleedge

L1111: Clipping Guru
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Mar 2, 2009
986
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Sawmill has fences you can jump over.
Thundermountain has fences you can jump over.
Upward has fences you can jump over.
Hightower has fences you can jump over.
Probably others as well.

Now, the Security Fence prop itself, I'm not so sure about. But fences, yes.
 

Sergis

L666: ])oo]v[
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Jul 22, 2009
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Don't use blockbullets, it cuts vis. Use invisible.

For your problem, I always wondered if making a triangle with the top point at the top would work. I find it pretty unlikely someone could balance on a single pixel or whatever.

Balancing in TF2 is much easier than IRL :p
cp_morras_castle_b70000.jpg
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
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Pointed tops do not work, because players can stand on the head of a pin in TF2.

It wasn't available last time I had this problem, but why not give a set of point_push entities a try?
 

lana

Currently On: ?????
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Sep 28, 2009
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trigger_push would be more appropriate.
 

Porkenstein

L1: Registered
Oct 24, 2009
11
5
Alright sorry I haven't looked at this recently, I had some connection problems to the site.

I sincerely thank all of you for the discussion-- I'll try using the trigger_push entity.

As a 'fence' it's more of a giant bullet blocker used to direct players into the right building, so that players would not only have more cover but also improved stealthiness when attacking the hill.

I already tried pointed top-- it didn't work. trigger_push seems like the best option.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Yeah I don't think in game your collision box is detemined if it can 'balance'. You're either on top or not.

In fact old swiftwater had pine trees with cone clips and demos could stand up there. I suggested a push brush (very small magnitude so you slowly slide off - not get shoved forcefully). I think he used that.
OK for stuff player can go over, if they can't go over just clip to ceiling.

eidt- lol, guess I missed a page of posts...