In an emergency, use trigger_push right where the walls/whatever end and the sky begins(because once they're "attached" to the skybox walls, they're not coming off unless they hold crouch or otherwise walk away from the walls - old ladder code causes this).
Texture one side of each sky brush with a non-sky texture (not a side that will be seen by the players below). Doing that will make the skies solid. If you get a mixed contents error when compiling then you really ought to stop using the default compile tools and start using the ZHL tools <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
As for keeping skulks off of sky brushes, this is another matter and there is no 'easy' solution. Skulks don't seem to be able to walk on func_walls so you could have one of them stopping the skulk from touching/sticking to the sky. It's possible that these func_walls need to be a certain thickness (like 4-8 units), I haven't done much testing on it.
It's feasible that you could fry skulks touching the sky with a trigger_hurt too. They'd soon learn their lesson, though Lerks might find it a bit frustrating.
Or, use a func_push to push aliens away from the skys. This needs to be of a push value enough to stop a full celerity skulk from pushing through and touching the wall, as once he's through he will stick and not be affected by push in the same way. This will also affect spores (sort of), grenade launchers, and perhaps other projectile weapons.
Create some sort of structure or forcefield. Seen as every other way doesn't work for you, make the problem in to a constructive piece of mapping. Give it a purpose.
There really is no convenient solution, but you could put a trigger_hurt towards the upper part of your map. It could either mean there is not enough air that high up, or there is a storm and they are getting zapped be electricity. Whatever ties in the best for your map.
And by the way, questions like this are meant for the 'Mapping Help and Troubleshooting' forum.
From what I've done in the past, skulks DO run on func_walls.
Any other ideas? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> In my testing, a func_push of about 32 units in width with some insane value can be incredibly "solid". Projectile weapons (grenades, etc) will bounce off while hit-scan weapons (bullets, parasite, old lerk spikes) go right through.
Mind you, the fact that I know spikes go through kinda shows how long ago I tested this. (Was trying to create an spawn areas that disallowed spawncamping in a co map back when only one person spawned at a time.)
Mendasp is likely onto something with the func walls there. You'll notice a lot of times in game SOME func walls are climbable, and others aren't... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Make multiple func pushes, like one right behind the other?
I'd just zap em with about 10 dmg per half second, so that a lerk or fade isn't too harshly punsished for a mistake, while a skulk walking on it = toast
I consider hurting players for touching the skybox incredibly lame. I don't really think there's a way to keep them off, unless you come up with some kind of forcefield idea. But that would be lame as well. And func_push, as said, can easily be penetrated.
you could make a trigger_teleport and teleport them off the skybox, of course you would probably have campers where the info_teleport _destination was getting free kills. unless you used multiple trigger_teleports and destinations so they just get moved a close distance away from the wall intead of one central location.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited April 2005
Put a sign near the sky which says 'GO AWAY!!!'
Seriously, ns_hera fixed it with trigger_push... Kind of... But yaknow... It's a kind of annoying fix, bouncing of the walls like that and sometimes dropping to your death...
Comments
As for keeping skulks off of sky brushes, this is another matter and there is no 'easy' solution. Skulks don't seem to be able to walk on func_walls so you could have one of them stopping the skulk from touching/sticking to the sky. It's possible that these func_walls need to be a certain thickness (like 4-8 units), I haven't done much testing on it.
It's feasible that you could fry skulks touching the sky with a trigger_hurt too. They'd soon learn their lesson, though Lerks might find it a bit frustrating.
Or, use a func_push to push aliens away from the skys. This needs to be of a push value enough to stop a full celerity skulk from pushing through and touching the wall, as once he's through he will stick and not be affected by push in the same way. This will also affect spores (sort of), grenade launchers, and perhaps other projectile weapons.
From what I've done in the past, skulks DO run on func_walls.
Any other ideas?
Create some sort of structure or forcefield. Seen as every other way doesn't work for you, make the problem in to a constructive piece of mapping. Give it a purpose.
And by the way, questions like this are meant for the 'Mapping Help and Troubleshooting' forum.
From what I've done in the past, skulks DO run on func_walls.
Any other ideas? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
In my testing, a func_push of about 32 units in width with some insane value can be incredibly "solid". Projectile weapons (grenades, etc) will bounce off while hit-scan weapons (bullets, parasite, old lerk spikes) go right through.
Mind you, the fact that I know spikes go through kinda shows how long ago I tested this. (Was trying to create an spawn areas that disallowed spawncamping in a co map back when only one person spawned at a time.)
Mendasp is likely onto something with the func walls there. You'll notice a lot of times in game SOME func walls are climbable, and others aren't... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
I'd just zap em with about 10 dmg per half second, so that a lerk or fade isn't too harshly punsished for a mistake, while a skulk walking on it = toast
Seriously, ns_hera fixed it with trigger_push... Kind of... But yaknow... It's a kind of annoying fix, bouncing of the walls like that and sometimes dropping to your death...
and then make a info_teleport_destination somewhere in the air.