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Making a brush solid to all but funnels

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For a map I'm making I want to use a metal grate brush(texture: underground_metalgrate001a ) that blocks players and physics objects, but lets funnels(AKA tractor beam) through. I already tried a couple of things:
- Overlapping with a clip / playerclip brush, they block the player but let physics objects(eg cubes) through
- Overlapping with a toolsinvisble which also blocks the funnel
- Tieing the grate brush to a func_brush, setting "solidty" to "always solid" and adding the funnel entity in "NPC class excluded from collisions", but it still blocks the funnel

So, can anyone tell me if there's a way to make a brush(or set of brushes) that A. blocks players and physics objects and B. lets funnels through

Thanks in advance!

Try a block bullets texture and set your grate solidity to not solid

spongylover123 wrote:
Try a block bullets texture and set your grate solidity to not solid

Not working, it has the same effect as clip/playerclip textures for me.

How about 2 player clips 1 normal nothing special.
The other, tie it to a func_clip_vphysics

spongylover123 wrote:
How about 2 player clips 1 normal nothing special.
The other, tie it to a func_clip_vphysics

Thanks for the quick response, this works exactly as wanted.

EDIT: sorry, I was being a bit sleepy with testing this, it still blocks the funnel. So I'm still looking for a solution.

Bumping this thread because I previously said it was solved, but didn't test properly.

Did the func_brush have solidity to never solid and No collisions?

I ran into a similar situation
got around the problem using a func_clip_vphysics stacked on a playerclip brush, stacked on a func_illisionary for the actual appearance.

So, three brushes, one blocks players, one blocks physics objects, and one has the texture on it and isn't solid.

Make sense?

spongylover123 wrote:
Did the func_brush have solidity to never solid and No collisions?

Ah, I overlooked this, I closed hammer before saving it with the func_brush. It works fine now.

Thanks again and excuse me for being so chaotic :lol:

dinnesch wrote:
- Overlapping with a clip / playerclip brush, they block the player but let physics objects(eg cubes) through

Put another brush in the same place with a trigger texture tied to func_clip_vphysics to block physics objects. This does seem quite a workaroundish solution though.

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