anyone know how to block bullets but not players?

poseyjmac

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the toolsblockbullets texture got my hopes up, but it also blocks the player making it the equivalent of an invisible or nodraw texture. i will give 1 million dollars to someone who knows how to make a brush block bullets but nothing else!
 
Hmm....

It's a bit hacky, but you could create a func_physbox, set the debris flag on so it doesnt collide with players, and then fiddle with the other settings so that it doesnt move when shot or break, etc etc.

And if it works, I expect to see the 1 million dollar check on my desk by tomorrow morning ;)
 
I don't think there is one. I wanted something simlar to this, to block/colide with physics objects but not player. So I create a test map with most of the tools textures that was relavent and there wasn't one. I ended up doing something else that avoided the issue.

There are other ways to sort this, could u be more specific in what you want to do create.

e.g you could create a brush with the block bullets texture then tie it to a func_brush. Next create a trigger brush that is next to the 'block bullets' brush, so when the player touches this trigger it 'kills' the 'block bullet' brush and lets the player in. But this all depends on what you want to achieve.
 
couldn't you just tie it to a func_illusionary or whatever and use that texture at the same time?
 
Forcefields

My question is how to get the force fields to work. so that the NPC's can walk through and shoot through but the player can not.

any ideas?
 
thanks for the ideas. im going to try a few of these things.

omnix32: can't NPC's walk through playerclip brush? if so you could just place that in the forcefield.
 
Forcefields

that's true. the problem is what do you use for the forcefield texture?

I have tried nodraw, invisible, and playerclip.
playerclip will not take a texture on one side without an error in compile. In other words it won't compile.

I would like to know what was used for the forcefield texture or did they just use models? I need to check into this and any extra info would be very helpful..

thanx for the response.

fun mapping.
 
Well it looks like they used the combine_fence01a and combine_fence01b props from the prop_combine folder for the fence posts. For the actual shield itself, I dug up 3 textures called effects/combineshield/comshieldwall, effects/combineshield/comshieldwall2 and effects/combineshield/comshieldwall3 which all look promising. I'm guessing for the actual visual effect of the shield they pulled a page out of KungFuSquirrel's book and put those one of those textures at a random angle on func_conveyors set to not solid, and another of a func_illusionary. To actually block the player and not NPCs? Well you've got me stumped... I'd have to say a brush textured with either player clip or player control clip would do the trick. Now I'm pretty certain those combine shields didn't block anything but players, because I could throws chairs and everything through them using my grav gun, and combine soldiers shoot (and damage you) from the other side of one of those things.

If you wanted to block certain NPCs from going through, you'd likely have to start fiddling with info_node_hint groups and limiting certain NPCs to certain hint groups for navigation and allowing others to use any and all of them.
 
If you want to make a combine force wall (the ones the NPC can go through but not the player) on prefabs go HL2 Prefabs and there should be one called something along the lines of combine_wall. Then drag the box to the right size like you would with a brush, press enter and viola. But as for poseyjmac's question I have no idea.
 
Ahh there you go, never thought to look in the prefabs... There's a lot of interesting things in there, including sleeping zombies!!!

Looks like those combine shield walls are VERY complicated... Especially the ones that can be turned off and on... And that func_brush has a very interesting field that lets you specific which types of NPCs do and don't collide with it...
 
well i ended up doing a trigger_multiple to turn the blockbullets brush on and off when you got very close to the forcefield. i was just going to use it as a last resort because its not very smooth going in and out, but at least it sorta works. also thats what hick$ was saying to do.
 
Seriously dude, insert that prefab and see how it was really done!
 
Awsome

thanx Revenge, poseyjmac, alexpt.

I will take apart that prefabe and see what makes it tick. there is a logic entity in there so I assume that it turns things off and on.

will get to work on it.

fun mapping.
 
note that there are 2 versions of the wall. If you don't want your player to be able to turn off the shield, then use the static one, which most likely wont need a logic entity...
 
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