Discussion in 'Mapping Questions & Discussion' started by awatemonosan, May 24, 2010.
How would i create a brush that blocks projectiles and bullets but not players?
tools/blockbullets? I think?
It's a tool brush like playerclip. Sawmill's sawmill uses it.
does that block rockets, grenades and other physical projectiles?
It should. I've never used it before, though.
Blockbullets is solid to players. It blocks all types of weapons too, including rockets, Jarate, etc.
so it blocks everything lol.
is there anyway to block just projectiles and bullets but NOT players?
This is misleading then.
hrm, i am checking out func_clip_vphysics
[noob] Does the player have a targetname? [/noob]
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...
Have a wall made out of the block_bullets 1 unit thick, and then use a trigger teleport each side of it.
If you're using blockbullets, make sure you make it func_detail.
func_nogrenades will block physical projectiles, but I can't think of anything that blocks bullets but not players.
Why? It doesn't split visleaves.
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.
Or you shoot a rocket in your own face!
You should totally use lasers to visualize.
Or incorporate something like the Portal particle screen. People are familiar with that.
Yes it does.
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...
Displacements won't work. Hull collision is both players and hitscan/projectiles. Physics collision will do grenades and stickies.
Can you use a func_clip_vphysics with its filter set to a filter_activator_class set to "player" and the negated key set to true?
EDIT: And textured blockbullets as well
Separate names with a comma.