Invisible Walls
<div class="IPBDescription">I haz them.</div>So I was up late mapping last night and i was testing the greyboxes of my map and i realized that if you do get out of the level, you can land on faces that have their normal facing away from you. This got me thinking about my outdoor area (and that I don't want to have a space bubble or a biodome around the outdoor area. My problem was how to prevent lerks and jetpacks from flying outside the level without putting a visual barrier in front of them.
Well, problem solved, I made an enclosure for my outdoor area with simple geometry and i have the normals facing out instead of in towards the player, this stops lerks and jetpackers from flying past it, and stops skulks from clinging to it, but does not obstruct the view of the skybox (or anything behind the boundary).
Just make sure you add all the boundary geometry to the CommanderInvisible group so the commander doesn't have his entire outdoor area blocked.
Well, problem solved, I made an enclosure for my outdoor area with simple geometry and i have the normals facing out instead of in towards the player, this stops lerks and jetpackers from flying past it, and stops skulks from clinging to it, but does not obstruct the view of the skybox (or anything behind the boundary).
Just make sure you add all the boundary geometry to the CommanderInvisible group so the commander doesn't have his entire outdoor area blocked.
Comments
<b>CollisionGeometry</b>
All faces placed in a group named
<i>CollisionGeometry</i> (case sensitive) will be invisible to all players
but still be considered a hard surface by the engine, similar to
Clip brushes in hammer. This is generally used to stop players
from getting stuck on complex details and especially to help skulks
navigate over walls and ceilings. Props in a CollisionGeometry
group are not hidden.
Either way, invisible walls in outdoor parts break the mood.
Not sure how to solve that in my outdoor part though.
For now it is a good idea, unless we get some more options for other types of CollisionGeometry...
Good find Tig!
Not sure how to solve that in my outdoor part though.<!--QuoteEnd--></div><!--QuoteEEnd-->
there's nothing to be done about the mood breaking. you just cannot allow lerks and jps to fly forever away from the level, you will have enclose it somehow.
there is plenty of room for flying.
Traces do not hit the back side of faces, this is the reason lerks can shoot into the map if they get outside, and as skulk wall clinging uses traces, its the reason why a skulk cant cling to the backside of a face.
Collision however, still happens with the face, making it effectively block stuff from getting trough.
Traces do not hit the back side of faces, this is the reason lerks can shoot into the map if they get outside, and as skulk wall clinging uses traces, its the reason why a skulk cant cling to the backside of a face.
Collision however, still happens with the face, making it effectively block stuff from getting trough.<!--QuoteEnd--></div><!--QuoteEEnd-->
sounds logical, i'm just happy it works.