Anti-clip

tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
<div class="IPBDescription">can't think how it can be done</div> i was trying for an effect, but have hit a stone wall. maybe you guys see a way around it.

GOAL: kind of an inti-CLIP brush effect - players can pass through, but bullets, nades, missile attacks do NOT get thru. the idea is supposed to be kind of a force field effect, from the book DUNE.

now i know BUTTONs absorb damage, be people cannot pass.
thought of water, but bullets pass into it.
func push pushes people, but not usualy weapons fire.

anyone have an idea?

Comments

  • KuronekoKuroneko Join Date: 2002-11-05 Member: 7184Members, Constellation
    I think you're outta luck...have you tried posting at VERC? They have alot of people who like these kind of challenges.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    You might want to experiment with the zhlt_noclip field in my more recent builds of the tools... I think that bullets/nades/fade rockets etc. use hull 0 for collision detection--if that's the case, a func_wall with the clip hull information removed (literally anti-clip from a compiler perspective) would theoretically still block bullets. I can't vouch for this in practice since I haven't tried it myself.

    Using 1.7p10, manually add the key value pair ("zhlt_noclip","true") to a func_wall and see what you get. The current copy of the tools will accept any nonempty value for zhlt_noclip including "0" or "false" and assume you want the effect turned on, btw--I'll probably change this in the future.

    If it does work, you'll probably want to give players some sort of visual cue that they can pass through (like an object that moves through one of the fields periodically) so that people new to the map will know what's up.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    making a wall out of a {blue texture, making it funk_wall (or funk_button flags don't move) 255 fx solid mode

    adding trigger teleport to each side, with a target close to where the player is to pass through

    thats about what i can see can do it

    amckern
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Or try to see if a func_rot_button with the "not solid" flag set blocks bullets.
  • supadupaflysupadupafly Join Date: 2002-11-13 Member: 8534Members
    there is a bug on one map.. can't remember the name but i think it's the one with the sewer hive... there is a place that you can weld there to open a "door" thingie...

    the bug with it is that you can go throu it, but you can't shoot throu it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    dunno if it helps any, but anyway
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    originally posted by amckern

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->making a wall out of a {blue texture, making it funk_wall (or funk_button flags don't move) 255 fx solid mode

    adding trigger teleport to each side, with a target close to where the player is to pass through

    thats about what i can see can do it<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    this would work just fine.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    No, it wouldn't. You'd never be able to use it in a multiplayer setting due to potential telefragging/sticking in other players, and there'll be a noticeable jump in the player's view as you cross from one side to the other.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--amckern+May 13 2003, 04:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ May 13 2003, 04:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> making a wall out of a {blue texture, making it funk_wall (or funk_button flags don't move) 255 fx solid mode

    adding trigger teleport to each side, with a target close to where the player is to pass through

    thats about what i can see can do it

    amckern <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    {blue for invisible items is deprecated; <i>always</i> use NULL instead.

    2nd biggest pet peeve ever <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    crap i forgot about the jump thing with teleports. it would work for a small one person sized doorway though in a darkened corridor maybe. but 2 players entering the trigger at the exact same time would spawn again in the exact same place, on the other side. i keep forgetting the mp rules as im usually a sp mapper.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->{blue for invisible items is deprecated; always use NULL instead.

    2nd biggest pet peeve ever <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    not all people have and use your tools xp, thats why i said use {blue - i use it, i don't think you can make a funk_door out of null - or can you

    (i normnaly use the invisable wall as a temp wall made out of a funk_door)

    amckern
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited May 2003
    <!--QuoteBegin--amckern+May 14 2003, 02:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ May 14 2003, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->{blue for invisible items is deprecated; always use NULL instead.

    2nd biggest pet peeve ever <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    not all people have and use your tools xp, thats why i said use {blue - i use it, i don't think you can make a funk_door out of null - or can you

    (i normnaly use the invisable wall as a temp wall made out of a funk_door)

    amckern<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <ul>
    <li>NULL was introduced in Merl's build version 1.6, so my tools aren't necessary
    <li>NULL can be used for <i>any</i> brush under <i>any circumstance</i> including entities
    <li>NULL doesn't count against the face limit, {blue does
    <li>NULL doesn't require the renderer to attempt to draw a partially transparent face (slow in software mode, especially vs. not drawing one at all)
    <li>NULL permits the use of the Normal texture mode, so that lighting works properly on any visible faces for the brush
    <li>contrary to what I've seen posted on this forum, NULL acts like any other solid texture for clipping purposes (both world and entity)
    </ul>

    There simply isn't a single good reason to use {blue, even if you are using Merl's tools. Like I said, always use NULL for an invisible face.

    EDIT: It's great that you're helping other people on the forum, but if you are unsure about something, please double-check it before passing it on; it's hard enough to learn this stuff without being told two different things.
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    thanks for the ideas guys, i will try them!
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--XP-Cagey+May 14 2003, 11:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ May 14 2003, 11:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> EDIT: It's great that you're helping other people on the forum, but if you are unsure about something, please double-check it before passing it on; it's hard enough to learn this stuff without being told two different things. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Pet peeve #1. Large mapping forums, this one in particular, seem to be rampant with incorrect and assumed information.
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    Whenever I use null, it comes out as a grayish blue texture. Does Zoner's not support it?
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    if your using the orignal 2.5.3 of shlt, then it won't work

    get a custom build xp's, or merls - <a href='http://collective.valve-erc.com/index.php?go=mhlt' target='_blank'>http://collective.valve-erc.com/index.php?go=mhlt</a>

    amckern
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--leifbj+May 14 2003, 06:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (leifbj @ May 14 2003, 06:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Whenever I use null, it comes out as a grayish blue texture. Does Zoner's not support it?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Zoner's doesn't, but Merl's does, and mine does -- you can grab Merl's from <a href='http://collective.valve-erc.com/index.php?go=mhlt' target='_blank'>here</a> or mine from the webbed thread on this forum.

    The NS Mapping Guidelines have always said that you should use Merl's 1.6 or later; the <a href='http://www.natural-selection.org/Mapping_Guidelines.html#Required_Settings' target='_blank'>revised guidelines</a> specify Merl's 1.7 or later.
  • JammerJammer Join Date: 2002-06-03 Member: 728Members, Constellation
    You could cheat a little. Make a fully transparent wall where the forcefeild is. Put a teleport between the 2 sides and viola!
  • iopred1iopred1 Join Date: 2003-05-18 Member: 16476Members
    Forgot the name of the map (generator,sewer,ventilation) the weldable wall to get into ventilation stops bullets and lets you walk through it.. perhaps you can find out how that is made, and then turn of the weldable property...
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Jammer+May 16 2003, 12:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jammer @ May 16 2003, 12:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You could cheat a little. Make a fully transparent wall where the forcefeild is. Put a teleport between the 2 sides and viola!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Jammer, read up. Already discussed.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    edited May 2003
    I think I will look in to this myself. I've noticed on several occations that a weldable that has been welded open still seems to act as though it was solid for hitscan projectiles (not sure about grenades). I'm going to test this out and see how it works.

    Testing:

    I just went and did several trials of weldables on a test map. In all cases the weldable completly blocked weapons as if it was a solid wall - whether it was possible for the player to move through the weldable or not. (The only except is if the weld is breakable - then it doesn't block players or bullets after being broken). Note that the non-solid weldable blocked ALL weapons tested - All marine weapons were blocked - Including grenades which bounced right off! Not only that but the splash damage from grenades did not pass through the weldable either. All the alien weapons tested also behaved as if it was a solid wall and I would presume that all weapons treat a weldable as if it was solid at all times. I think this is exactly what you are looking for for your force-field effect.

    More Testing:

    A weldable blocks all weapons absolutely, including Xenoside and Bile Bomb splash damage. It also blocks damage from turrets on both sides - except the seige cannon of course. You can give a weldable a texture or color and alpha just like most other polys so you can make it look however you like. However, a weldable is still weldable - You can't give it a weldtime of -1, it means instantaneous instead of never, but a weld time of 10000 (about 3 hours) should be more than enough to keep it from even being welded solid. Also since the weldable symbol appears in the center of the weldable you could probably manipulate it so the the weldable symbol isn't visible. I'd be interested to see how you use you're force-field in your map when you're done.

    Even more testing:

    Minor glitch - Tripmines can be stuck on the 'force-field' and will act as if attached to a wall. However, An alien passing through the 'force-field' will either not set off the mines at all - or set them off and recieve minor damage since much of the damage was absorbed by the 'force-field'.
  • DizzyOneDizzyOne BASS&#33; Join Date: 2002-11-17 Member: 9095Members
    <!--QuoteBegin--KungFuSquirrel+May 18 2003, 10:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ May 18 2003, 10:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Jammer+May 16 2003, 12:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jammer @ May 16 2003, 12:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You could cheat a little. Make a fully transparent wall where the forcefeild is.  Put a teleport between the 2 sides and viola!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Jammer, read up. Already discussed. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    cant u make like 10 teleporters with 10 different targets all next to each other, this way every person would use a different teleporter since they cant be on the same place on the same time, right?
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    wow, thanks Shadowics!
    i had gone with the teleporter idea, but was not satisfied with it.
    your weldable tests are really what i was looking for.
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