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Player specific invisible wall for coop.

Like the title says i made two orange and blue "force fields" that are supposed to allow only one of the 2 coop players to pass through. I tried using a func_clip_vphysics with some filters, I looked around at developer.valvesoftware.com but i couldnt find what i something that worked. Does anyone know how to make such an invisble wall?

When one player ,say blue, walks into the field, have the vphysics clip disable, and reenabled on the other side. Then put a trigger hurt that affects the other player and a trigger vphysics motion to push the other player away.

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That wouldnt actually work because the other player would still be able to pass through if he walked besides the player who is allowed to pass through. In order for it t work properly i need some method of filtering the players but i tried it with filter name "red" and "blu" but it didnt do anything. Maybe if i somehow find out how the trigger_playerteam recognizes the player inside it, then i will be able to make a working filter...maybe.

You can try to use a filter_activator_team altogether with some kind of trigger brush (it's the only entity I know that can be filtered and behaves different depending on the activator), like a trigger_push or trigger_hurt (for that barrier).

Sounds like an intereting idea! Good luck! :thumbup:

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Func_clip_vphysics brushes don't block player motion ever. You'd normally use player clip brushes, but those can't have filters. Try a trigger_playermovement and see how that works for you.

Falsi sumus crusto!

As josepezdj said, use a trigger_push. The only Source game that has a entity that is solid to one team is TeamFortress 2.

Simply create a trigger_push, (And a trigger_hurt for effect) then set the filter to only allow Orange/Blue. Apply filter to triggers. PROFIT!

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Ok that worked. I used two filter_activator_name with "red" and "blue" and set the push force to 300 and it works perfectly. Thanks