the title is self-explanatory, i'd like to make roofs where you can't stand on, or that you are instantly pushed back, kind of like in surf maps, also how do the surface is surf maps work?
on surf maps im pretty sure that the ramps are angled enough so you cant stand on it. As for the slippery thing you could use a pushing trigger and have it push them off the roof. Im not sure.
to elaborate a little, if you don't want people to get up there at all, use brushes textured with playerclip.
If you want people to be able to get on top of the roof, but not be able to stay there, use a trigger_push of a low force to push players off when they stand there
there's also a slime surfaceprop for materials to make them slippy iirc, but i don't know the specifics
My guess is he is trying to emulate something such as "OverWatch's" roof tops where you slide off the top of the surface? but the way source engine works at this point valve would probably have to do some changes to TF2's variant of source engine itself to implement those changes.
ive done overwatch style slippery rooves before, i used a trigger_push directed away from the roof at a lowish force, with 48 units between the tops (so players didnt stick at the top receiving push forces in both directions
Aren't trigger_pushes supposed to either push player to left/right, down, or both? I'm not sure why are they up-sideways there, it will give a good result will it? Or is it not the axis of pushing?
I used something similar in Underpass to prevent the trains from getting stuck. Any place where you could stand on the trains to stop them I put a small trigger_push that would push players upwards just enough to remove the friction, but low enough that you couldn't notice it when passing through. I'd assume this could work for any moving platform that has this issue.
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