clip projectiles and bullets but not players

Bad Vlad

L2: Junior Member
May 23, 2010
71
16
tools/blockbullets? I think?

It's a tool brush like playerclip. Sawmill's sawmill uses it.
 

Bad Vlad

L2: Junior Member
May 23, 2010
71
16
It should. I've never used it before, though.
 

PL-7764

L6: Sharp Member
Aug 4, 2009
376
84
Blockbullets is solid to players. It blocks all types of weapons too, including rockets, Jarate, etc.
 

awatemonosan

L1: Registered
Sep 21, 2009
39
5
Took a stab in the dark and put in player. It blocks physical projectiles now.
Now to figure out a way to stop bullets... I dont think thats possible... :(
 
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lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Have a wall made out of the block_bullets 1 unit thick, and then use a trigger teleport each side of it.
 
Mar 23, 2010
1,874
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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
func_nogrenades will block physical projectiles, but I can't think of anything that blocks bullets but not players.

If you're using blockbullets, make sure you make it func_detail.

Why? It doesn't split visleaves.
 

Geal

L4: Comfortable Member
Aug 16, 2009
162
56
the main problem with something that blocks bullets but not players is that it's invisible - you could be backpedaling and shooting and an enemy, and suddenly your bullets stop traveling across the room. You'll need a clever visual excuse as to why players can pass through this area but bullets can't.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Or you shoot a rocket in your own face!
You should totally use lasers to visualize.
 

Bad Vlad

L2: Junior Member
May 23, 2010
71
16
Or incorporate something like the Portal particle screen. People are familiar with that.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
I can't think of anything that blocks bullets but not players..

Me neither. Wait, has anybody tried with displacements? IIRC you can set flags on them... Yeah:
  • No Physics Collision - Disables any physics objects colliding with the displacement.
  • No Hull Collision - Disables any player or NPC collisions with the displacement.
  • No Ray Collision - Disables raycasts colliding with the displacement. Gunfire and bullets will not collide with the displacement surface.

Sounds like disabling collision for the second one only might do it. If projectiles still pass through, maybe func_nogrenades?

Another icky workaround would be a piece of glass with a teleporter zone on each side...