need invisible wall that can be shot through/killed


caboose
08-23-2006, 10:58 AM
ok i need a invisible barrier that can be killed via a output and also allows bullets/nades etc to pass through it, whilst stopping the player from passing through it

Propaganda
08-23-2006, 11:08 AM
Use a clip brush and try tie it to an entity that won't affect it's properties, then set it up to toggle.

theozzmancometh
08-23-2006, 11:11 AM
like a func_detail

Dash
08-23-2006, 11:19 AM
actually, it's not a CLIP brush you need, but a PLAYERCLIP brush. There's a specific tool texture for these, and they allow everything through except players.

Propaganda
08-23-2006, 11:26 AM
Yes but without tying it to an entity you won't be able to kill it. func detail would be a poor choice as it would not allow bullets through

caboose
08-23-2006, 11:28 AM
ok so i can texture it playerclip...but what type of brush is best bearing in mind that i want to kill it on a output....and func_detail cant be named so cant have a output assigned to it.

i have in mind a train passing trackposition4 and then outputting kill "what ever the block is"

as a tank is rumbling through barbed wire and breaking it so allies can spill though

Furyo
08-23-2006, 11:37 AM
func_lod won't work either. the shape of your brush is up to you, as long as it's valid.

You can try with func_brush, to see if its solidity feature includes bullets (more than likely so) or if it only blocks players.

Dash
08-23-2006, 11:42 AM
you can link the playerclip brush to a train entity and make it move out of the way.

Dustin Diamond
08-23-2006, 12:27 PM
I use several of these in my map. I use func_wall_toggle, since I found that if it was func_brush, it wouldnt reappear the next round. No problems with the func_wall_toggle.

Actually I just discovered that func_wall_toggle is the same thing as func_brush with Solidity set to Toggle, so that might work too.

inKit
08-23-2006, 12:31 PM
func_button :)
it ain't a pretty solution but it works ^^

caboose
08-23-2006, 01:03 PM
been playing around and ended up using a fun_breakable with playerclip texture. then on pass i output kill and there we go it vanishes and the players can carry on. problem solved.

thanks for the input i tried out a few and now i can pick and choose to see what works best.

:-) thanks for the help

Furyo
08-23-2006, 01:08 PM
Are you sure bullets go through that func_breakable????

caboose
08-23-2006, 01:22 PM
works well actually.

make func_breakable with texture player clip so u cant go through but bullets and rockets etc can go through...set min damage to hurt, to 300 or so...set material to wood.

then output a break..

just tested and its perfect.

as the barbed wire model vanishes, wood splinters apear as the block breaks :-)

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.