How can I make a surface fully slippery?

Discussion in 'Mapping Questions & Discussion' started by KurinokuTheNoSmurf, Nov 14, 2016.

  1. KurinokuTheNoSmurf

    KurinokuTheNoSmurf L1: Registered

    Messages:
    1
    Positive Ratings:
    0
    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?
     
  2. nesman

    aa nesman oh god how did this get here

    Messages:
    207
    Positive Ratings:
    56
    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.
     
  3. Beef Bucket

    aa Beef Bucket L41: Blessed Member

    Messages:
    337
    Positive Ratings:
    413
    (Feel free to correct me if you already know this) Most roofs and inaccessible areas in the game are blocked off with invisible clip brushes
     
  4. Three Million

    Three Million L5: Dapper Member

    Messages:
    201
    Positive Ratings:
    65
    You are going to want to use a clip brush and let gravity do the rest
     
  5. MaccyF

    aa MaccyF Notoriously Unreliable

    Messages:
    908
    Positive Ratings:
    1,468
    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
     
  6. Sheltr

    Sheltr L3: Member

    Messages:
    107
    Positive Ratings:
    61
    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.
     
  7. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,439
    Positive Ratings:
    1,186
    I don't see a way to automate such stuff by the engine means without complicating it more than the existing solution, a trigger_push isn't it?
     
  8. Yrr

    aa Yrr An Actual Deer

    Messages:
    1,008
    Positive Ratings:
    1,946
    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

    [​IMG]
     
    • Agree Agree x 2
    • Thanks Thanks x 1
  9. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,439
    Positive Ratings:
    1,186
    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?
     
  10. Yrr

    aa Yrr An Actual Deer

    Messages:
    1,008
    Positive Ratings:
    1,946
    you can set the push direction

    but yea pushing perpendicular means theres never any friction
     
  11. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,439
    Positive Ratings:
    1,186
    Wouldn't that result in some bumping? And wouldn't pushing straight sideways be smoothier with still no friction?
     
  12. Yrr

    aa Yrr An Actual Deer

    Messages:
    1,008
    Positive Ratings:
    1,946
    in my experience, no, perpendicular results in the smoothest movement, gravity beats push force if you do it sideways so you just hit the roof anyway
     
    • Thanks Thanks x 1
  13. 14bit

    aa 14bit L14: Bit Member

    Messages:
    227
    Positive Ratings:
    534
    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.

    [​IMG] [​IMG]
     
    • Like Like x 3
    • Thanks Thanks x 1