Author Topic: Solid brush; Disabling wallwalking  (Read 3350 times)

Enshoku

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Solid brush; Disabling wallwalking
« on: May 22, 2010, 01:09:47 am »
Is it possible to craft a texture or shader so that it functions as a solid brush that is able to say, set a reasonable height cap for jetpackers, but not give silly looking ability of an alien walking on the sky? Essentially I just want a solid brush with trans and nomarks parms, but is unable to be wallwalked upon, is this possible?

A Spork

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Re: Solid brush; Disabling wallwalking
« Reply #1 on: May 22, 2010, 01:40:38 am »
I believe Slick is what you need for wallwalking to not work.
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Enshoku

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Re: Solid brush; Disabling wallwalking
« Reply #2 on: May 22, 2010, 02:24:27 am »
Thanks, I was in the process of writing a long ass shader to haphazardly fix the problem, but the slick shader did it for me.

your face

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Re: Solid brush; Disabling wallwalking
« Reply #3 on: May 22, 2010, 07:15:21 am »
NO.  NO.  NO.

Do not use slick.  Use solidslick_s from karith.  See, if you shoot at slick, your bullets won't pass through, which gives it a cheesy impression of shooting at an invisible wall.  Solidslick voids this problem.
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Enshoku

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Re: Solid brush; Disabling wallwalking
« Reply #4 on: May 22, 2010, 08:19:36 am »
Heh, in that case, I'll just copy the shader from solidslick_s to use the image of slick, as the in radiant image is the one my caulk uses, and I'd prefer not to confuse the two since they are so close.

On an unrelated note, is there a way to allow for a door to open at a set time during a match (like say 22:15) or during SD? There dont appear to be direct triggers for these events, and the only solution I can think of is to misplace a set of doors, set them to open at default (so that the misplaced doors are set in the correct position), and give them a wait period of 1800 before they "close". Is there a better way?

DraZiLoX

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Re: Solid brush; Disabling wallwalking
« Reply #5 on: May 22, 2010, 08:43:38 am »
Thanks face!

UniqPhoeniX

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Re: Solid brush; Disabling wallwalking
« Reply #6 on: May 22, 2010, 08:08:47 pm »
You can make a trigger_always (triggered at map start) -> target_delay -> func_door.