View Full Version : shoot through, but not walk through?
Graeme
28th Dec 2000, 10:24 PM
is it possible to make a surface that you can shoot through, but not walk through?
ChrisToth.hu
29th Dec 2000, 04:38 PM
I think the key is not in the walls but in the weapons. With some scripting you can create a "Built-in Mutator" to use with the existing weapons. I can't help you in what to do but I can give you some guidelines. Since I don't know anything about scripting I can have only an idea. The brushes have a property called Polyflags if you could use them in ascript then you might get something to work.
OR thats not that cool effect but it's simple. Create a non-solid wall (ARGH BSP HOLES!!) and put a BlockPlayer actor next to it (Keypoint-Blockplayer). That will block players but nothing more. And I'm not sure about the bots...
Fuzzpilz
30th Dec 2000, 07:05 PM
This is not really related, but I have noticed a few new entries in the Surface Properties whose purpose I don't know; namely, e.g., No Bounds Reject or Force Zone View (I think). Does anyone know what these do?
ChrisToth.hu
30th Dec 2000, 07:26 PM
They make something with the lightning. At least it looks like that...
Have you tried them?
Sometimes they make stuff unlit sometimes not.
Graeme
31st Dec 2000, 03:18 AM
I'll try the blockplayer actor idea when I get home, thanks
ChrisToth.hu
31st Dec 2000, 09:46 AM
I'm not sure about the pawns. Maybe it doesn't block them. Try...
Graeme
1st Jan 2001, 11:30 PM
the blockplayer actor works, thanks
ChrisToth.hu
2nd Jan 2001, 01:03 PM
Check this:
I've built up those semi-solid pillars (tried changin) and when I tried them in the game I noticed that if I walk agains them I can be tossed away or just stuck. So an idea that works: If you have such probie put a BlockAll/Blockplayer actor inside it...and voila!
http://www.geocities.com/uedchristoth/pic4.jpg
ChrisToth.hu
3rd Jan 2001, 03:39 PM
Coool. It works with the bots too. :)
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