func_clip_vphysics and block bullets

Gezebu MindBlue

L1: Registered
Oct 12, 2016
29
1
hello, i have this problem... func_clip_vphysics and block bullets texture not work for stop shots of enemies. i have an respawnroom just front a door (not, i not want-can move it), and i really need block the bullets. I have some hours trying a lot, but i not find the solution. Any hint?

block_bullets.png
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
Well, first of all you don't need to make a block bullets brush an entity, it's just the texture. Second, I'm not sure it'll have the desire effect. Block bullets is just an invisible brush that doesn't seal your map or block visibility, unlike player clip, it doesn't allow projectiles and bullets to travel though, making it useful in some situations. However, it looks like you want to make a spawn room that enemies can't fire into? If so you'll want to create a func_spawnroom and func_spawnroomvizualizer brush entities. stretch the func_spawnroom over every where you want your team to be able to change class without dying. In the object properties menu select the desired associated team and name it something. Then cover the door way with the func_respawnroomvizualizer and, in the object properties menu, set the associated respawnroom to the one you just created. Enemies and all enemy fire shouldn't be able to pass the func_respawnroomvizualizer.

Hope I helped in some way.

Edit: I'm dumb, respawnroomvisualizers do not actually block enemy fire.
 
Last edited:

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Enemies and all enemy fire shouldn't be able to pass the func_respawnroomvizualizer.
This isn't actually the case. Respawn room visualizers only block enemy players. While there is some roundabout way to block bullets/projectiles and not players, there are a couple of reasons why I don't recommend doing that:
  1. No other official TF2 map does it (it would break player expectations), and
  2. It blocks bullets both ways, meaning players wouldn't be able to fend off spawncampers from the inside.
Instead, TF2 uses solid doors that only open from the inside, one-way windows, and spawn points placed far away from the exits to keep players safe from enemies. This guide explains how spawn rooms are normally built.
 

Gezebu MindBlue

L1: Registered
Oct 12, 2016
29
1
Thanks for the answers and the tips.
Although I did not get what I wanted completely, yet.

I have already created the spawnroom and spawnroomvisualizer. As correctly say killohurtz func_respawnroomvizualizer does not block anything at all, it just does not allow the enemy to enter. Too bad it does not work out better.

I tryed several things, doors that open-close do not work exactly as I want, i'm already have them made, but it's not my first choice.

I finally achieved to eliminate incoming soldier rockets with a trigger_ignite and a filter, this allows You to shoot rockets to out of base, but the enemy's rockets incoming are disintegrated.

I would like to achieve something similar to block the ammunition of the demoman.
With this I would already be satisfied.

I can not do make "block bullets" texture work in any way.
How do you build a one-way windows?

Thx ...