Walls which you can walk through: need help

Discussion in 'Mapping Questions & Discussion' started by Blue552, Oct 8, 2009.

  1. Blue552

    Blue552 L3: Member

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    Does anyone know how I could make a wall that someone could walk through but not shoot through?
     
  2. jpr

    aa jpr

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    Make the wall a func_brush and set solidity to never solid, and then put a brush with the blockbullets material there to prevent shooting through
     
  3. Nutomic

    Nutomic L11: Posh Member

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    Blockbullets actually blocks everything, as far as i know. Maybe it works with a func_brush, with a filter that only allows players, nothing else. Not sure though.
     
  4. jpr

    aa jpr

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    I've done this before, and I think i was able to use blockbullets
    I might remember wrong
     
  5. Chaopsychochick

    Chaopsychochick L4: Comfortable Member

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    Block bullets blocks people, but maybe you could have a block bullets brush in the wall, and then when the player gets close it opens a door immediately(Maybe just a disable brush/reenable instead of a door), and closes it once they are through.
     
  6. martijntje

    martijntje L8: Fancy Shmancy Member

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    How about teleporting the player to the other side of the wall?
     
  7. Blue552

    Blue552 L3: Member

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    I like the teleporting idea, the trigger_multiple would be iffy because if someone was standing near the door, others could shoot through.

    Filter may work but it's doubtful, thanks anyway.

    P.S. block bullets blocks players as well.
     
  8. The Political Gamer

    aa The Political Gamer

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    I think func_brush works too, like Jonah said.
     
  9. Blue552

    Blue552 L3: Member

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    You mean create a non-solid func_brush with the block bullets texture? Genius!
     
  10. The Political Gamer

    aa The Political Gamer

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  11. Kraftwerk

    Kraftwerk L2: Junior Member

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    tie a block bullets texture to a func illusionary.
    EDIT: I don't see why you want to though.. Ive used that.. maybe once for a spawn room.
     
    Last edited: Oct 8, 2009