Brush not solid to player, but solid to bullets. possible?
4 replies, posted
is there any way to create something like this? i need it for a boss battle project i'm working on in TF2, but i've tried a few things (including setting func_breakable's solid value to 0/1, but that doesn't help.)
[img_thumb]http://cloud-4.steamusercontent.com/ugc/34109096035412532/0E66A46EFFC7DAC9E5583EE93E4D055D54CB7650/[/img_thumb]
see, normally when he would attack he would collide with the player and the player would get stuck in them for a moment, which was a huge issue. they could also get stuck during the idle anim because the func_breakable parented would consume them. is there any way to make it so that they can damage a brush with real damage values (i.e. a shot that does 23 damage will subtract 23 health, you get the picture), but the player can pass through it?
this is what happens when i manually set the solid value to 0/1 through the console:
[CODE]Entity 45 (class 'func_breakable') reported ENTITY_CHANGE_NONE but 'm_nSolidType' changed.
[/CODE]
[QUOTE=onebit;46958943]func_physbox
flag "debris"[/QUOTE]
i tried this, but it now will not take damage from bullets.
[b]EDIT:[/b] i'm on to something. i managed to use something really hacky, and that's parenting a teleporter to the hand with a "solid 0" flag and a modelscale flag. it takes hitscans on all parts of the model, but i don't think it will accept melee/projectile hits now.
[QUOTE=onebit;46961040]OnDamaged -> Math_Counter -> Add 1[/QUOTE]
well here's the thing, bullets don't hit it whatsoever, so i had to substitute it by using a teleporter with parents to take damage from weapons while still being non-solid. i just have to find out how to let it take damage from rockets.
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