[N00B QUESTION] How do I make projectiles/bullets disappear on contact with brushes?

FloofCollie

I really suck!
aa
Nov 5, 2016
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669
Hi! I'm new to this forum, so I don't know whether or not anyone's posted this question before, but...


I'm getting into mapping for TF2 (obviously) and I'm currently working on applying NODRAW brushes to help keep players in the map, but when projectiles/other objects collide with them, they just act as they would against a normal brush - exploding or bouncing etc.
How would I make it so that projectiles disappear when hitting these NODRAW brushes, like a skybox brush? Because as funny as it is seeing Stickybombs floating in the air, I somehow doubt it would have a positive impact on the gameplay of my map.

I'd also like to know how to make it so that Engineer buildings can't be placed on certain brushes, like in spawn rooms.

If anyone has the answers, thanks in advance! :3
 

The Smk

L3: Member
Oct 15, 2015
119
21
Use Playerclip not Nodraw. Nodraw is just a standard brush with no texture but player clip is made to only block playsers nothing else it should make it that the bullets go further and disappear the moment they hit the skybox
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
Thanks for the replies! =D

Okay, I'll try using PLAYERCLIP brushes with Skybox brushes behind them.
But surely this problem was tackled in all official Valve maps?
If I shoot over a fence overlooking the map boundary in, say, Badlands, my shots disappear. I guess they must just have Skybox brushes ontop of them. =/
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
Generally maps would have playerclip, then an out of bounds detailing area, then a skybox brush. The only essential part is the skybox brush however, so you could just have skybox on top of a fence.

Really, your problem is quite hard to understand from the OP.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
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I'd also like to know how to make it so that Engineer buildings can't be placed on certain brushes, like in spawn rooms.
You want the brush entity func_nobuild, which prevents engineers standing inside it from building. Keep in mind that the func_respawnroom entity used in spawn rooms doubles as a nobuild, so you won't need to place any nobuilds in the same space.
If I shoot over a fence overlooking the map boundary in, say, Badlands, my shots disappear. I guess they must just have Skybox brushes ontop of them. =/
I'll try to clarify what usually goes on with map boundaries here:
  • Playerclip is like a "soft" limit on the map boundary. It blocks players, but allows projectiles and ragdolls through. Mappers often leave space between playerclip and skybox for out-of-bounds scenery.
  • Skybox brushes are the "hard" limit. It blocks everything, including players and projectiles. This is also what you'll be doing most of your sealing with.
  • Everything else you see beyond the skybox is an illusion created by something called a 3D skybox. It's not part of the playable space of a map; it's purely for visual purposes. For that reason, you don't need to worry about adding one to your map until later.
Ab24pTD.png


Note: the boundaries in Lakeside aren't exactly like this, but it should get the point across.