Is there a way to make a one-way player clip brush? I tried making one face use the skip material but the entire volume seems to be treated as a player clip if one face has the player clip material.
Sp or MP?
For single player: If you never have to come back
Haven't tried it but I think you can Create a func_brush with a invisible texture, make it start Disabled then make a trigger to enable it when you pass the point.
The player shouldn't be able to pass through the func_brush.
Or just make a One way door
For multiplayer the only thing i can have in mind is a one way door, would be more realistic than an invisible wall
I thought if you made a brush and only made one face player-clip, it would work like that if you made the rest of it invisible or something.
[QUOTE=Peter Brev;43728575]Sp or MP?[/QUOTE]
MP
I tried making one face the skip brush but it doesn't work, is there some sort of brush entity i can use?
you could use a teleporter to teleport a player past a 1 unit thick playerclip brush, but they'll most likely notice the stutter.
I don't wanna do anything hacky like that because i have a lot in the map.
If there isn't a specific brush or method to create a one-way passage then i guess i'll just implement something like a ledge or something that players can't climb
Like, i guess i could make a custom func_ brush with Lua that punts back players or something but i was hoping there would be something more elegant
I'm unsure if TF2's maps do it by entity, but you can search the VMFs of the TF2 maps to see if they use certain triggers to pull it off.
I assume that they made separate brush entities that collide with specific teams or something.
[QUOTE=twoski;43731527]I assume that they made separate brush entities that collide with specific teams or something.[/QUOTE]
Yes, they're per player as well. The VMFs are provided within it's own Source SDK, so it would be worth checking it out.
Well if i'm writing a map for something other than TF2 then it's next to useless, i need a solution that works generally for any source game.
I dont think this is possible anyhow, there doesn't seem to be anything on the subject when i google search. Might as well just use ledges or something
You have the trigger brush only on one side of the door instead of both sides, that's how I normally do it with doors and to top it off I also use filters just incase I don't want a specific team accessing it.
Wait so it's just a normal brush with 2 sides that have the trigger texture?
[QUOTE=twoski;43733889]Wait so it's just a normal brush with 2 sides that have the trigger texture?[/QUOTE]
No, 2 brushes. The trigger_multiple one comes in front of the func_brush, so the player triggers it before reaching the func_brush. Then just give the trigger an output to toggle the solidity of the func_brush, so you can pass through, and have another output with an delay of like 5/10 seconds which toggles the solidity again, so the func_brush blocks the player, after he passed it. The problem with this method is, that if a player touches the trigger, but stops there, it won't work if he waits too long, might even be possible that he gets stuck in the func_brush.
Try using a [url=https://developer.valvesoftware.com/wiki/Trigger_push]Trigger_push[/url] set to push in one direction.
The proper way to do this via triggers and brushes is to use two [I]trigger_multiple[/I] entities, one on each side of a [I]func_brush[/I]. First make a [I]trigger_multiple[/I] one unit thick in front of the [I]func_brush[/I] to toggle the solidity so that you can pass through it. Next make another [I]trigger_multiple[/I] one unit thick on the other side of the [I]func_brush[/I].
Set up the I/O of the front [I]trigger_multiple[/I] to toggle the solidity of the [I]func_brush[/I] [U][I]OnStartTouch[/I][/U]. For the [I]trigger_multiple[/I] behind the door, set up the I/O to toggle the solidity back to being solid [U][I]OnEndTouch[/I][/U].
Breaking things down here, the first [I]trigger_multiple[/I] opens the passage, and the second [I]trigger_multiple[/I] closes it after you're through, ensuring you can't get stuck inside of it. Be sure the passage is only wide enough for one player though, so that someone can't attempt to come back through the wrong way when someone is entering.
[QUOTE=wazanator;43734089]Try using a [URL="https://developer.valvesoftware.com/wiki/Trigger_push"]Trigger_push[/URL] set to push in one direction.[/QUOTE]
This should also have the same desired effect, pushing players back from trying to go the other way again. Also you could make the passage as wide as you want to.
Hmm well those methods do work, but they are way more work than what i was planning. I think the easiest thing for me to do would be creating a custom func_ entity in Lua and making it punt back things that can't go past it. Then all it would take is one brush to seal an entrance
Ah, now I see.. Placing a func_push is much more work than writing your own entity.
[QUOTE=twoski;43737316]Hmm well those methods do work, but they are way more work than what i was planning. I think the easiest thing for me to do would be creating a custom func_ entity in Lua and making it punt back things that can't go past it. Then all it would take is one brush to seal an entrance[/QUOTE]
You're making things more difficult than they need to be... These methods are a lot easier and more practical than going to the trouble of creating a custom entity. :v:
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