A question about walls

08-24-2007, 01:28 PM
Is there any way to make a wall that you can walk completely through on one side, but you cannot get through on the other? Like, once you get out, you can't get back in?

08-24-2007, 01:35 PM
i bet there is a way to build a trigger so that when u enter the trigger and turns on a toggle wall that has the clip texture on it thus keeping you from going back out. i use the toggle wall on a map with the clip texture so that when the debris is loaded on the bombing, it turns on a clip to keep you from going through the debris, does this make sense.....
now that it hink about it, that wont work, others will be blocked out if so, i guess u could use a teleport maybe to teleport through the clip and just not put one on the other side of the clip?

08-24-2007, 01:42 PM
Yeah, kind of.

Now that I think about where I want this wall to be, there really isn't a way for players to get back in there anyway, however, I don't want grenades to be able to get through the same place that players come out of (they spawn in a place that's completely inaccessable to the other team as well as grenades, but they still have to travel through a place that could be grenaded).

So, I guess I need an invisible wall that players can walk through on one side, but the other side is solid so grenades can't be thrown through it.

I don't know much about triggers (this is my first and only map that I've been slowly adding stuff to for a month I guess).

08-24-2007, 02:35 PM
well, i know a no draw texture that is a func wall will keep bullets and grenades out, a clip texture keeps players out. if you are worried about nades, put up some no draw func walls in those places, i would need to see the map to further help you or at least a few screenshots, thanks.

08-24-2007, 02:38 PM
Actually I'm trying out your suggestion of using a teleport. I hope it works, thanks! :D

Sly Assassin
08-24-2007, 03:06 PM
there is a clip texture, hink it's just straight clip not playerclip that blocks bullets and nades from going through it.

Also if you want someone to be able to go through the wall and not come back the same way they went through then use a displacement surface with invisible texture on it, ie the side you don't want the player to come back through is meant to be the displacement surface with the invisible texture on it and the side they walk through is the 'backside' or 'underside' of the displacement surface.

Hope that makes sense.

08-24-2007, 04:36 PM
Clip texture blocks everything, player, grenades, it's like an invisible wall that doesn't cast shadows. (usually used on rooftops to prevent people from throwing nades across the level, ie: Flash)

Playerclip blocks only players. Nades and bullets will still get through. (good to put diagonally on stairs, to prevent people from jumping above small walls, etc.)

08-24-2007, 09:01 PM
Try a wall made of skip textures, with one side clip. you should be able to walk through the back of the wall and not through the front

08-24-2007, 10:40 PM
Thanks everyone :)

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.