Undesirable side effect of func_team_wall


Furyo
12-07-2006, 05:18 PM
This is just a heads up to all mappers out there, use func_team_walls carefully around your spawns, as they prevent players from deploying an MG, for both teams, regardless of the entity settings.

You should place your entity brush so it's far enough away from the weapons bounding box as it's deployed. This may be farther away than the brush/model you'll deploy on.

If you have areas in your maps where the weapon refuses to be deployed (the animation starts, then stops and goes back to undeployed), then this is probably the reason.

I'll ask Mugsy if he can fix it.

Rommels
12-07-2006, 05:32 PM
An example would be on the axis spawn exit ramp on Rails, correct?

Furyo
12-07-2006, 05:34 PM
If you mean on rive yes, but it also happens on the bridge which is func_detail. I compiled without the func_team_wall and it worked again. Tried various "fixes" on my own, but none worked.

Dustin Diamond
12-07-2006, 06:56 PM
well, this "problem" could be useful in cases where you DONT want an MG to set up. So it's not all bad :)

Furyo
12-08-2006, 01:17 AM
So you can think of a good reason to prevent you, just spawned, to defend the spawn against the other team? If you're thinking this is a good way to make a ledge "non deployable" elsewhere in the map, first you'd have players yelling "bug" all over the place, and you need to keep in mind that this isn't the entity's main goal, and your solution would also block players

Ca-Chicken-Soup
12-08-2006, 04:34 AM
Good point Furyo, I've experienced this bug in several offical maps, it's rather annoying to have to inch forward and try to re-deploy the mg over and over agian until you find the edge of the func_team_wall. It didn't occur to me that I should place team walls properly if I want mgs to deploy. Cheers, hope Mugsy can do it.

Dradz
12-08-2006, 07:11 AM
good find, Ami, I saw this just the other night on Jagd -- was trying to deploy an MG on the axis spawn sandbags and it contiually undeployed on me....now it makes sense!

JakeParlay
12-08-2006, 08:07 AM
well that certainly shed some light on things, thanks

while we're at it, has anyone figured out how to have a block-bullet surface that is walk-through-able?

Rommels
12-08-2006, 11:51 AM
Originally posted by JakeParlay while we're at it, has anyone figured out how to have a block-bullet surface that is walk-through-able? [/B]

I haven't actually tried this yet but what about making a wall that has a transparent texture and then putting a teleporter on the side that needs to exit that moves them to the other side.


Anyways the best way to protect a spawn from fire and nades is to put team walls out a bit and then design some good walls that are difficult to bounce stuff past, I'll see about making a demo.

Dustin Diamond
12-08-2006, 05:26 PM
Originally posted by JakeParlay
while we're at it, has anyone figured out how to have a block-bullet surface that is walk-through-able?

Can you not just use a func_illusionary (or func_brush set to "not solid" with the texture block_bullets? I've never tried it so i dont know.

Dash
12-08-2006, 06:42 PM
A good solution is to make func_team_walls have a pronable distance at the bottom so you can deploy mg's UNDER the func_team_wall. This is only good if you're using this technique in spawn exits such as Anzio's.

JakeParlay
12-08-2006, 06:54 PM
Originally posted by Dustin Diamond
Can you not just use a func_illusionary (or func_brush set to "not solid" with the texture block_bullets? I've never tried it so i dont know.

tried that once with no success. you could walk through it but it wouldnt stop anything bullet wise. maybe i had 'dont render' checked, i dunno... will have to try again

Ol' Noodle Head
12-08-2006, 09:54 PM
Thanks for the heads up, Furyo. I was having this exact problem and just assumed it was an anomaly; weird brush or something. It's certainly my team wall placement!!

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