Redo Func_nobuild

GoDGoD Join Date: 2003-06-06 Member: 17064Members
<div class="IPBDescription">why have it clip</div> make func_nobuild noclip, you can go threw it... like the TF one. i mean, why have it so that it clips you? you cant make nobuild with anything else but you can make clip easy. why!! i mean, say i want a room that you cannot build in but you can go threw.

Comments

  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--GoD+Nov 9 2003, 12:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GoD @ Nov 9 2003, 12:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->make func_nobuild noclip, you can go threw it... like the TF one. i mean, why have it so that it clips you? you cant make nobuild with anything else but you can make clip easy. why!! i mean, say i want a room that you cannot build in but you can go threw.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Trivia: this was the topic of my <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=15436' target='_blank'>first post</a> and the question that got me to sign up for the NS forums last year.

    func_nobuild probably won't be changed--NS changes to map entities are few and far between.

    To get the effect you want, build a 1 unit tall func_nobuild on the floor of the room--marines will walk over it without noticing a difference, and the commander will be blocked from building.
  • GoDGoD Join Date: 2003-06-06 Member: 17064Members
    no then they walk with a jitter, the only way i have found useful is putting a func_button on the floor (i am pretty sure it would work if you put it under the floor too, then they can't "use" the floor).
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Would it work to make a func_nobuild textured in NULL?
  • GoDGoD Join Date: 2003-06-06 Member: 17064Members
    i dont think so... i somehow doubt it..
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Make the thing func_illusionary and rename it to func_nobuild after the compile via ripents.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--NerdIII+Nov 15 2003, 09:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Nov 15 2003, 09:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Make the thing func_illusionary and rename it to func_nobuild after the compile via ripents. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I'm pretty sure the game needs the clip hull to be accurate in order to test collision against the commander's pointer--at least that's the answer I was given a year ago.
Sign In or Register to comment.