bodies fall through rotate brushes

bodies fall through rotate brushes

Re: bodies fall through rotate brushes Posted by Yodamaster1000 on Fri Apr 8th 2005 at 3:41am
Yodamaster1000
4 posts
Posted 2005-04-08 3:41am
4 posts 0 snarkmarks Registered: 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
Campaignjunkie
1309 posts
Posted 2005-04-08 5:45am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
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
omegaslayer
2481 posts
Posted 2005-04-08 5:19pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Vclip_physics...enough said....
Re: bodies fall through rotate brushes Posted by Yodamaster1000 on Sun Apr 10th 2005 at 6:28am
Yodamaster1000
4 posts
Posted 2005-04-10 6:28am
4 posts 0 snarkmarks Registered: 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
Leperous
3382 posts
Posted 2005-04-11 2:59am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
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 omegaslayer on Mon Apr 11th 2005 at 10:09pm
omegaslayer
2481 posts
Posted 2005-04-11 10:09pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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?
vclip_physics has to be covered in the no draw texture entirely for it
to work, just set the parent in the vclip_plysics to the rotating brush
(if its there)
Re: bodies fall through rotate brushes Posted by Tactii on Thu Apr 14th 2005 at 4:36am
Tactii
15 posts
Posted 2005-04-14 4:36am
Tactii
member
15 posts 12 snarkmarks Registered: Jan 10th 2005 Occupation: Student Location: United States of America
<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>