Func_illusion/clipbrush/skulk/bullets
kawak
Join Date: 2003-01-11 Member: 12160Members, Constellation
<div class="IPBDescription">a bit annoying for the gameplay</div> Hello!
At present there is a problem with the func_illusion/clipbrush/skulk/bullets.
With func_illusion/clipbrush:
The marines can fire through it <u>but</u> skulks cannot climb above (sometimes annoying for the skulk).
With a simple func_wall:
aliens can climb on it <u>but</u> the marines cannot fire trough it (sometimes strange, when for example an alien hides behind a railing...impossible for the marine to kill him).
Is the dev team going to add a new type of brush (or something else) to resolve this problem?
At present there is a problem with the func_illusion/clipbrush/skulk/bullets.
With func_illusion/clipbrush:
The marines can fire through it <u>but</u> skulks cannot climb above (sometimes annoying for the skulk).
With a simple func_wall:
aliens can climb on it <u>but</u> the marines cannot fire trough it (sometimes strange, when for example an alien hides behind a railing...impossible for the marine to kill him).
Is the dev team going to add a new type of brush (or something else) to resolve this problem?
Comments
Have you tried making a brush out of null textures? apparently you can walk on that. Imbed it in the func_illusionary railing, and you have a climbable, shootable thing, perhaps, I don't know.
Or create real 3d railings.
-Tom
Have you tried making a brush out of null textures? apparently you can walk on that. Imbed it in the func_illusionary railing, and you have a climbable, shootable thing, perhaps, I don't know.
Or create real 3d railings.
-Tom <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Skulks can climb on NULL brushes, but they also block bullets.
EDIT: there is a way to do what you want, but it's a bug that might be fixed in a future build. Use a func_seethrough and set the player alpha to 254. Skulks can climb it and bullets pass through. If you want the commander to build on the structure, add clip brushes to the worldspawn in the shape of the func_seethrough. If you want to use rendermode solid, use NULL on the func_seethrough (with player alpha 254) and add a func_illusionary with the actual texturing you want to use.
i.e. you can walk into it a little bit but the server will keep forcing you out
NS seems to have problems with client prediction and all entities- you can feel this in-game when walking across func_wall gratings, movement tends to lag behind.