News | Forum | People | FAQ | Links | Search | Register | Log in
Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
First | Previous | Next | Last
Invisible Barriers 
I want an invisible player barrier that I can remove by a trigger. Is there such a thing?

Func_wall doesn't work witout a texture, so can't be invisible.

Is it there but I just can't see it? 
Func_toggle_wall 
... with clip texture ?? I don't know if it works.. 
Errata 
func_toggle_wall is for Quoth ;) 
 
Mike

Make your main wall out of clip brushes and then add a small cube with a real texture on it, embedded in the surrounding geometry or something. That should allow you to have a func_(whatever) that is effectively invisible. 
 
Err, in other words : No, you can't create a func_something made entirely of clip brushes. Trickery is required. 
JPL 
You're not quite getting the problem which is leading to your original setup not working. Each info_sound_triggered entity has it's own set of 7 channels, playing a sound on channel 1 of the second play_sound_triggered doesn't stop the sound on channel 1 of the first, because those are different, distinct channels.

The reason behind this is obvious for players, which have a channel for weapon sounds, and a channel for pain noises. You wouldn't want the sound of player 2's rocket launcher to cancel out the sound of player 1's shotgun. However, you would want player 2's latest pain sound to cancel out the last one if it's still going. In any case, this is all done by the engine, it's fundamental.

There would be a way to do things in the manner you desire. The QC would create a single shared entity which would act as the "speaker" for all the info_sound_triggered entities, sounds would be played by that entity rather than the info_sound_triggered itself. Then since it's always the same entity which owns the sounds, the channels are the same from info_sound_triggered to info_sound_triggered. However, I don't think this is the most intuitive way of setting up the entity, so I don't think it will get changed. Maybe this way can be added as a separate, new entity, but the existing one is behaving as intended, not a bug. 
Tf2 Question 
How in the hell do I run a map without getting stuck at the waiting for players screen? All I want to do is run around with the scout in the official levels and get a proper feel for dimensions and stuff. 
A Guess 
Have you tried setting maxplayers to 1? I think that's what I did to make it work. 
 
Tried it. Did not work. 
Hmm 
I'm sure there's a way to disable it properly because I've gone running around exploring maps as scout. But I can't remember it, so use "mp_waitingforplayers_cancel 1" once you get into the game to start the round proper. 
 
That just ends the round in a draw. 
JPL 
I don't mean to be that guy that answers questions by telling you your whole map is wrong, but what's the context where you need the player to be blocked by something he can't see? Is there an aesthetic/gameplay reason you can't bar his path with a cage or a door? Players won't be expecting clip brushes to disappear, because they don't do that ordinarily. 
Preach / Lunaran 
Preach:
OK, if it is not a bug, it is that I didn't understand how it works... sorry for this :P Anyway, I achieved the sound effect I was looking for, and this is the most important for me :D


Lunaran:

It is not me, it is Mike Woodham who want such effect :P Check post #7877

This "transparent clip wall" effect has been used in Travail start map, where the shambler protects the nightmare skill entry: there is a kind of shield that isolate the shambler and prevent the player from shambler attacks, and that looks like a transparent clip wall.. but once disabled, the shambler can run after the player, and you can walk through the shambler "cage"... Good example of transparent xlip wall there ;) 
Lunaren 
Unfortunately (1), it's a hack to get around a hack.

Unfortunately(2). Willem's idea doesn't work - have two brushes touching and set them to be a func_wall. One of the brushes is textured with wall_texture and the other is clip: the clip brush still does not block the player. I
The player probably won't do what I don't want him to do but because I don't want him to do it, I don't him to be able to do it either. 
 
Weird that it doesn't block the player. If you put a regular texture on it, is the wall there? If so, I'm stuck. 
Mike 
Stupid idea, but, you could do it with a func_door or a func_wall, setting alpha field to '0'..; It will just restrict engine use to GL enhanced engine (e.g, FitzQuake, aguirRe's GL Quake) 
Mike... To Be Continued... 
Errr alpha filed set transparency of the func_wall / func_door, then having a complete transparent brush, menas something blocking the player, but that can be removed ;) 
Mike 
Have you tried a Skip-textured func_wall with a skip removal utility ( http://celephais.net/board/view_thread.php?id=60088 )? I used that for the void Hell Knights in Schismatic Ablation (768_lurker.bsp). I think RPG did this earlier in one of his RPGSMSE maps. 
Mike 
Use a func_ consisting of a clip brush surrounded by a solid-textured frame that is inside floor and walls. There have to be at least two proper brushes to determine the volume of the entity, everything within can be clip. 
 
Ahh, so that's it! Needs real brushes to determine the bounds. OK, committing that to memory... 
Bad Poly 
Almost done with my map, and now I have this cave cellar with a brush diagonally.

It seems the monsters can see me as they start fighting me as soon as I'm in the apparent place. I checked the walls double but I can't get it sealed.
Strange because I copied it from the other side and there the monsters just wait as if that place is sealed.

Even three walls can't stop them?? 
Func_wall 
Thanks for the pointers.

Provided all sections of the func_wall are created at the same time i.e. make the brushes, have them touching, change the relevant (middle) one to the texture_clip, then make them a func_wall; then provided the clip is bounded on two opposite sides, it works.

Unfortunately, it is not removable. 
 
killtarget 
JPL 
The alpha trick needs "alpha" "-1", as 0 implies 1. 
Lardarse 
Oh, I was not aware of that feature, I thought it was working like r_wateralpha, that has value in between [0:1] range. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.