Making a brush solid to all but funnels
Quote from dinnesch on October 14, 2011, 9:51 amFor 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 funnelSo, 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!
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!
Quote from spongylover123 on October 14, 2011, 9:58 amTry a block bullets texture and set your grate solidity to not solid
Try a block bullets texture and set your grate solidity to not solid
Quote from dinnesch on October 14, 2011, 10:03 amspongylover123 wrote:Try a block bullets texture and set your grate solidity to not solidNot working, it has the same effect as clip/playerclip textures for me.
Not working, it has the same effect as clip/playerclip textures for me.
Quote from spongylover123 on October 14, 2011, 10:12 amHow about 2 player clips 1 normal nothing special.
The other, tie it to a func_clip_vphysics
How about 2 player clips 1 normal nothing special.
The other, tie it to a func_clip_vphysics
Quote from dinnesch on October 14, 2011, 10:22 amspongylover123 wrote:How about 2 player clips 1 normal nothing special.
The other, tie it to a func_clip_vphysicsThanks 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.
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.
Quote from spongylover123 on October 14, 2011, 6:44 pmDid the func_brush have solidity to never solid and No collisions?
Did the func_brush have solidity to never solid and No collisions?
Quote from deltaalphanova on October 14, 2011, 7:24 pmI 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?
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?
Quote from dinnesch on October 15, 2011, 6:31 amspongylover123 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
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 
Quote from YM_Industries on October 16, 2011, 12:02 amdinnesch wrote:- Overlapping with a clip / playerclip brush, they block the player but let physics objects(eg cubes) throughPut 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.
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.


