Blocking explosions/bullets in spawn - DoD:S

Blocking explosions/bullets in spawn - DoD:S

Re: Blocking explosions/bullets in spawn - DoD:S Posted by zsleek7 on Wed May 2nd 2007 at 3:55am
zsleek7
3 posts
Posted 2007-05-02 3:55am
zsleek7
member
3 posts 0 snarkmarks Registered: Jan 25th 2007 Location: usa
Hello again snarkpit community,

I am trying to make it so that you cannot spawncamp or throw nades into a spawn. I've tried using blockbullets texture and making it a func_illusionary but that still allows nades to come in and kill defenseless spawners.

Any ideas on how to make the spawn a safe haven without totally redesigning the exits?
Re: Blocking explosions/bullets in spawn - DoD:S Posted by Riven on Wed May 2nd 2007 at 11:55am
Riven
1640 posts
Posted 2007-05-02 11:55am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Yes, you would use a simple brush like a wall over the entrances to the spawn covered in the "nodraw" material and tie it to the entity: func_clip_vphysics This would allow everything but physics objects to pass. If you do want certain physics objects to pass, there is an option for a filter, so you could set it to allow anything else that is a [color=limegreen]prop_physics in the level to pass. [/color]

That would mean giving all those props a common identity either through a second filter, or just naming them all the same thing. The only drawback is, I don't know of a way to allow thrown weapons or ammo to pass and not grenades, cause their all considered [color=#32cd32]prop_physics[/color], and there's no way of labeling them cause they spawn with the player each time.
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