Func_resource And Func_seethrough

Once_OnlyOnce_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!

Comments

  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-A|IEN+May 23 2004, 12:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (A|IEN @ May 23 2004, 12:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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! <!--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.
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    what you mean by a clip brush?

    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.
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    Does your map have the "ns_" or "co_" prefix? Leaving it out can lead to a number of bizarre problems like this.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-A|IEN+May 23 2004, 03:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (A|IEN @ May 23 2004, 03:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what you mean by a clip brush?

    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.
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    Is CLIP the same as NULL? because I cant fid CLIP...

    Adding a NULL (invisible) brush doesnt add to polys does it?
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-A|IEN+May 23 2004, 06:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (A|IEN @ May 23 2004, 06:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Is CLIP the same as NULL? because I cant fid CLIP...

    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.
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    1-Skulks can't climb on "clip" brushes, but they should be able to climb on func_seethroughs. You could try replacing the func_seethroughs with func_walls if the circumstances let you.

    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--> )
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    edited May 2004
    To summarize:

    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.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Machiavelli+May 23 2004, 03:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Machiavelli @ May 23 2004, 03:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1-Skulks can't climb on "clip" brushes, but they should be able to climb on func_seethroughs. You could try replacing the func_seethroughs with func_walls if the circumstances let you.

    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-->
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