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A way to block a player from moving past?? (Forums : Level Design : A way to block a player from moving past??) Locked
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Jan 12 2009 Anchor

Hey.

I was wondering if there was a way to block a player from going to certain areas.

for example:

I have a broken down door with fire, I do not want the player to be able to go past this door at all costs, is there a certain entity, or invisable brush to achieve this?

Gibberstein
Gibberstein Generic Coder Type Thing
Jan 12 2009 Anchor

I use a BlockingVolume, but this assumes you use Unreal like I do. If you don't tell us which engine we have to guess ;)

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Jan 12 2009 Anchor

I'm very sorry for not telling you what engine I am using, It's the Orange box Source Engine.

Jan 12 2009 Anchor

Your mod is in source so I'm assuming that's your engine. Just make a brush with the texture set as invisible. I don't remember the actual file name but in hammer search 'tools' in the texture browser and you should find a texture that I believe is called 'tools/toolsinvisible'. It should be easy to find as a brush with the texture applied appears in hammer's 3d view as a clear volume with the word invisible written all over it.

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Jan 12 2009 Anchor

Deathbagel is talking about tools/nodraw, but that´s not exactly what you need, although it would work but not how is supposed to, because tools/nodraw blocks light and visleafs. The one you should use is tools/player_clip if you want preventing just the player to cross it, or simply use tools/clip that will prevents any NCP or client (player) to go through it.

Edited by: Gambini

Jan 12 2009 Anchor

Thanks very much, I love the moddb boards, much much better then fpsbanana for helping out.

Jan 12 2009 Anchor

Oh yeah, I did know about the playerclip but I forgot, thanks for reminding me. Actually, I checked, and it actually was called tools/toolsinvisible. It seemed to work, but the light didn't come through at all (or at least as far as I could tell, it was a dev textured map).

And shanemurphy, thank you! I ended up playing around with a lot of the tool textures to my benefit.

Edited by: Deathbagel

jacksonj04
jacksonj04 Over 9000
Jan 12 2009 Anchor

tools/nodraw is not the same as tools/toolsinvisible. nodraw stops the engine from rendering the surface and those it occludes, and it's used for painting level geometry that the player will never see as a way of saving render costs. The best textures to use for this are the clip ones, as they're handled better by the engine and will do things like let bullets past (so you don't get the 'ding' sprites in midair if you fire that way).

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Jan 12 2009 Anchor

I never claimed they were the same. It's nice to know how they differ though :)

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Whizzard wrote: Uninformed? Maybe in USA and some undeveloped or dictator ruled countries

Jan 12 2009 Anchor

Well, IIRC the tools/invisible is almost unusefull in hammer, there are better tools/texture for each task.

Jan 13 2009 Anchor

Playerclip = Player can shoot through but cant walk past
Nodraw = Cant walk or shoot past it
invisible = cant see but you can walk past and shoot past it
skip = will not be rendered

:D

Jan 13 2009 Anchor

Nodraw does more than preventing clients to pass through. It also seal leaks and blocks visibility. I think is better if you read a tutorial about what these things are. It´s not so simply and there are lot of things to keep in mind. For mentioning just a couple, skip can´t be used on solids to be rendered since it destroys the geometry and the VBSP will not run proper. Skip is commonly used to wrap a group of objects that includes models and move it around without loosing the grid alignment, it can be used to skip :P faces on a Hint and for surfaces entities, every other use for it is wrong and could introduce errors in your map.

jacksonj04
jacksonj04 Over 9000
Jan 13 2009 Anchor

Take a look at tool textures on Valve Developer Community and the WiseClipped tutorial on what some of them do.

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Jan 14 2009 Anchor

Gambini wrote: Nodraw does more than preventing clients to pass through. It also seal leaks and blocks visibility. I think is better if you read a tutorial about what these things are. It´s not so simply and there are lot of things to keep in mind. For mentioning just a couple, skip can´t be used on solids to be rendered since it destroys the geometry and the VBSP will not run proper. Skip is commonly used to wrap a group of objects that includes models and move it around without loosing the grid alignment, it can be used to skip :P faces on a Hint and for surfaces entities, every other use for it is wrong and could introduce errors in your map.


Yea true, it just was a short summary. :)
But all of those textures are important assets to optimize a map, sadly some mappers dont think too much about performance :(

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