Func_resource And Func_seethrough
Once_Only
Join Date: 2004-05-15 Member: 28700Members
<div class="IPBDescription">how annoying!</div> Im in the middle of finishing my hive, and I place the func_resource for it, and when I look in game the node already has a marine tower on it! I read somewhere that the presence of a hive makes the nearest node an alien one, but im finding with every single node I build regardless of distance from a cc or hive, it has a marine node one it!
I cant find any options to change this.
The second problem, all my func_seethroughs cannot be walked on by skulks! Is there some kind of alpha setting under the seethrough properties? I dont want to have to make a null clipping brush over all of these pipes!
I cant find any options to change this.
The second problem, all my func_seethroughs cannot be walked on by skulks! Is there some kind of alpha setting under the seethrough properties? I dont want to have to make a null clipping brush over all of these pipes!
Comments
I cant find any options to change this.
The second problem, all my func_seethroughs cannot be walked on by skulks! Is there some kind of alpha setting under the seethrough properties? I dont want to have to make a null clipping brush over all of these pipes! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Er, well, if you don't have a team_command in your map I think this might happen.
Also, just put a CLIP brush over them to make them climbable for skulks.
also, i put a cc in there, but it always starts with a mrine node, the CC is further from it then the hive also.
also, i put a cc in there, but it always starts with a mrine node, the CC is further from it then the hive also. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
A clip brush is simply a brush with all sides textured with CLIP. It will appear invisible in-game, and it will block players, but not bullets or items. Skulks can climb on CLIP brushes.
Adding a NULL (invisible) brush doesnt add to polys does it?
Adding a NULL (invisible) brush doesnt add to polys does it? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
CLIP is found within your halflife.wad. I would suggest you use CLIP, as it does not block bullets (in case you were gonna put a big box just surrounding them, it might look weird when the bullets stop mid-air). And no, NULL won't add to wpoly since it is not rendered by the engine.
2-"Null" brushes are not at all the same as "clip" brushes. (But you have figured this out by now <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> )
If you want to make a fence that doesn't block bullets use a func_illusionary. The disadvantage of this is that players can walk through them and skulks can't climb them. To remedy this, place a brush with the same size as the fence over it and texture it entirely with the CLIP texture, as found in halflife.wad. Do not include this brush in the func_illusionary entity, but leave it a worldbrush.
This CLIP brush <i>won't</i> be drawn by the engine and won't stop bullets. It <i>will</i> block players and allow skulks to climb them.
So by combining the func_illusionary for the visual and the CLIP brush for the physical effect you've created a fence that can be seen, let's bullets go through, blocks players and is skulk-climbable.
If, for whatever reason, you want to make a fence that <i>does</i> blocks bullets and can be climbed on by skulks, just use a func_wall instead of a func_illusionary.
2-"Null" brushes are not at all the same as "clip" brushes. (But you have figured this out by now <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> ) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
1. Actually, this was added in the 3.0 betas, don't you remember? It was added to help skulks climb fences that had clip brushes. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->