Block Bullets texture is also blocking players!
09-25-2007, 01:22 PM
I'm just about ready to release a beta of my map but there is just 1 thing I cannot figure out. The "Block Bullets" texture that I have setup on all sides of a cube also blocks all players. This is vital to my map as it is now because the doorways to the spawns are very vulnerable.
Should the block bullets texture block players? I was almost positive it didn't, any advice?
09-25-2007, 03:02 PM
Yes it does block players as well.
You need to use func_teamwall as spawn protection and design the spawn exits so that its as difficult as possible to shoot spawning players.
i.e. have them spawn and run through an archway. That way you can put a func_teamwall in the archway and a block bullets above it to stop nades being thrown over the arch into spawn.
09-25-2007, 03:10 PM
I have a team wall too. Though I wanted bullets to actually be blocked from going through the doorway. My team wall is doing the right job, but the Block Bullets is blocking both teams.
09-26-2007, 10:39 AM
You will have to do away with the block bullets i'm afraid.
There is not a trigger to block bullets that won't also block both teams of players.
09-26-2007, 01:28 PM
Ive used the block bullets texture before. It's always blocked players too as far as I know.
The way Ive done it in the past is to use a one-way ramp (like in donner, and kalt). Spawn the players around the corner (or 2 or 3)where they cant be seen from the edge of the ramp. put a func_teamwall on the edge of the ramp to be sure they dont boost up the ramp. That will eliminate the need to block bullets. Or, for added protection, put a wall with block bullets right behind the func_teamwall, only leave enough space for players to walk underneath it. Another way is to create a baffle system where one blockbullets wall's opening is covered by the other block bullets wall (I hope that made sense lol!)
The best way in my opinion is to incorporate all of them.
10-14-2007, 03:46 AM
build a normal bulletblock and then set a teleporter start right before and the teleporter end right behind the brush. (so that players are teleported only one inch far) With a func_team_wall you can allow only axis\allies player to get to the teleporter area, Lets hope they don t notice that teleporting :p
10-14-2007, 07:02 AM
But remember when you creating the teleports to make the teleport areas small. If you make them the same size as a player, 32x32x72, there is a chance that two players enter the area and be transported at the same time into the same destination.
They will be stuck into each other.
My teleport areas are 4x4x4 and in chest hight.
This size make it very hard for two players to enter the teleport area at the same time. Thus solving the stuck problem. ish.
10-15-2007, 07:51 AM
I used to add a trigger push on arrival teleport because you always get a noob that won't move after passing the teleport.... so if someone else gets to the teleport he gets stuck in the noob standing on the arrival area lol!!!
add a trigger _push area, and make it activate on trigger teleport and desactivate on player end touch... get the right way for the pushing (in the back of the player) so he cannot stay in place. make it quick and fast and for only a few inch... :D
You know, personally, I don't think any of these solutions are worth it. They'll make your map feel cheap to experienced gamers. You stated your problem in the first post: your doorways are too vulnerable. Fix this/Redesign the whole area, because it's obviously a map design flaw.
10-15-2007, 04:43 PM
Here's something worth trying, that was originally in dod_stug before I picked it up for Camp.
Have a vertical displacement brush, textured with an invisible texture (meaning you make your own very small 8x8 texture with an alpha channel to make it entirely transparent). On the exterior, people will see the interior but everything will be blocked, while allowing players to exit spawn (passing through the displacement, but unable to reenter spawn once out).
10-15-2007, 05:34 PM
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