Re: bodies fall through rotate brushes
Posted by Yodamaster1000 on
Fri Apr 8th 2005 at 3:41am
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Apr 7th 2005
I have a walkway with a cilinder that spins around it, but I can't find
a way to, for example, have a person get hit by a grenade and not fly
out of the surrounding tube. I'm willing to but a blocking tube
inside the main tube and use a no-draw texture, but nither of witch
seem to be able to stop the ragdoll bodies. Does anyone have a solution
to this, it will be greatly appreciated.
Re: bodies fall through rotate brushes
Posted by Campaignjunkie on
Fri Apr 8th 2005 at 5:45am
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Try turning the cylinder (preferably the blocking one) into a
func_brush, and in the entity properties set the "Solid BSP" to "Yes."
If that doesn't work, I'm afraid you're pretty much out of luck.
Re: bodies fall through rotate brushes
Posted by omegaslayer on
Fri Apr 8th 2005 at 5:19pm
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Vclip_physics...enough said....
Re: bodies fall through rotate brushes
Posted by Yodamaster1000 on
Sun Apr 10th 2005 at 6:28am
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Apr 7th 2005
care to elaborate the vclip_phisics or however it appears in the editor
has no effect, supposidly you have to name the entity to clip? Any
other suggestions please?
Re: bodies fall through rotate brushes
Posted by Leperous on
Mon Apr 11th 2005 at 2:59am
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Try using the TOOLSINVISIBLE (or TOOLSINVIS, I can't remember) texture instead- but note it'll stop bullets as well. Or, you can use Campainjunkie's func_brush (but use a different texture, one that's normally visible) and make it invisible by setting the render mode to texture and FX amount to 0.
Re: bodies fall through rotate brushes
Posted by Tactii on
Thu Apr 14th 2005 at 4:36am
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<div style="text-align: left;">Omegaslayer is talking about
func_clip_vphysics, which is a brush-based entity type. It's used
like the clip textures, but must be covered in NODRAW. You can
also assign it a filter to only clip certain things (like the combine
force fields, which disallow player-allied things).
</div>