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Author Topic: Setting collision values/options for grounds and teleporting issues  (Read 651 times)
Offline  Temple
Maggot
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Posts: 5
I'm not sure if this is the right board to post this.
Anyway, I'm looking to learn how to make grounds with a certain attribute that players can touch it but rockets cannot. As seen in jump_baQu
Also, for teleporting grounds, I currently make doors such that there is a thin layer of "trigger-teleport" ground over the visible "door". Is there anyway to incorporate those two together? Which means making a visible ground that can teleport players on touch.

I'm currently using the Hammer editor.

Help is appreciated thanks.
« Last Edit: December 17, 2012, 06:06:34 AM by Temple »
   
Offline  X_DIAS
Rocketman
***

Posts: 643
The world is a cube
Check drexen's tutorials under the Tutorials<Mapping tutorials section of this forum
   
Soldier
***

Posts: 108
func_brush + trigger_teleport ...?

   
Rocketman
*****

Posts: 518
No tears now; only dreams
to make a block that players can't shoot but can stand on, make it a func_illusionary. Then copy paste that same block, texture it with player clip, move it to world, and then place it on top of the func_illusionary block. Alternatively if you want to make a wall that you can't shoot, it's easier to copy that wall, make it 1 unit thick, place it over the wall that you don't want ppl to shoot, texture it with skybox, make it a func_brush, change render mode to "Do not render." this way you don't get a leak if you make the wall a func_illusionary. there's also something called a func_speedmod (or some shit i cant remember) which you can use to make it so that you can't even shoot your rocket launcher at all or detonate stickies (this is used in coop_soldierbuddies and jump_emulation for instance) in a certain zone.

hope this helps, im in a rush, so cant explain it further


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Offline  Temple
Maggot
*

Posts: 5
func_brush + trigger_teleport ...?
that doesn't work. I think. Unless you made it work and I screwed up somehow.

to make a block that players can't shoot but can stand on, make it a func_illusionary. Then copy paste that same block, texture it with player clip, move it to world, and then place it on top of the func_illusionary block. Alternatively if you want to make a wall that you can't shoot, it's easier to copy that wall, make it 1 unit thick, place it over the wall that you don't want ppl to shoot, texture it with skybox, make it a func_brush, change render mode to "Do not render." this way you don't get a leak if you make the wall a func_illusionary. there's also something called a func_speedmod (or some shit i cant remember) which you can use to make it so that you can't even shoot your rocket launcher at all or detonate stickies (this is used in coop_soldierbuddies and jump_emulation for instance) in a certain zone.

hope this helps, im in a rush, so cant explain it further

I kinda get it. Placing it on top, you mean overlap in the exact position?
   
Rocketeer
****

Posts: 331
the skybox is the limit
I kinda get it. Placing it on top, you mean overlap in the exact position?

"On top" in this context is right on the face of the wall (i.e not overlapping; think of the one-unit-think wall as icing and the other wall as cake)
   
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