axis only wall


(stealth6) #1

how do I make a wall that only axis can pass through?
I thought script_mover attachted to trigger multiple and the setstate some invivible blocking brush, but maybe tehre is an easier way?


(murka) #2

you could make a pusher entity push many times(weakly) a second triggered by a trigger_multiple with one team, it will look slightly better, but such things are hard to make(realisticly)


(stealth6) #3

so target_push? yea sounds quite ok for the effect Im looking for and since it sonnected to a trigger multiple I could just cross the allies_only box so axis can pass w/o problems.
just remeber to put 1 on each side


(isbowhten) #4

a brush with a unsolid texture and a nodrawn solid texture which is set to state invisible by a multiple trigger.


(stealth6) #5

different problem:
when I try to compile the map, it syas map leaked when I look where I see this:

I tried deleting both walls and then make them again but it just comes back again


(isbowhten) #6

two possibilities i think.
if “snap to the grid” was missing then you could do the following:
drag edges… if snap to the grid is activated then you can drag one edge to another point and then drag back again.
then it MUST be exactly on the grid.

the second reason can be a fals origin of an entity. if you save your map and reload your map entities which do not need a selected brush to be created e.g. splines move to the false origin. the origin of the other entities you will have to have a look at.
=> first try the first solution ^^


(stealth6) #7

I use snap to gird, and tried both neither worked
solved by: made a giant box around everything make hollow -> fixed


(whoosaaa) #8

Maybe have a look into nullskillz spawnprotect script… has same effect…

greets whoosaaa

edited by whoosaaa…
only problem is if 2 players are are going for it they easely can enter, well just 1 off them.
as soon trigger push gets activated 1 player gets pushed back but second player just positions behind him so he blocks him and first player can enter. notised that on our server.


(stealth6) #9

new question:
can I make a sky under which you cant use arty, so basically a skybox, but you van call in airstrike inside it.
or can I put something just under the sky box to stop the arty from hitting the floor?


(isbowhten) #10

a nodrawn solid texture???
e.g. clip brush. clip missile i think


(whoosaaa) #11

yep think so to, kind of mortis anti spawn arti scripts… just draw brush over certain sectors and give missile clip or just clip texture.
Im ready femiliar to that but give it a try.


(isbowhten) #12

nodrawn solid texture e.g. clip missile


(stealth6) #13

yea put that under it, havent tested yet, Back to the compiling problem :smiley:

it compiles, because I made a box around everything, BUT

on the spot it showed the wall is invisible but only a little triangle of it like that piece is caulked, but it isnt =/

gonna try and solve it but maybe you guys know the solution already

and btw does anybody know a good solution for the minimap on a very long map ?

map is 8000x3500 approx. so would leave alot of empty space on the cmd map …


(isbowhten) #14

??? it looks like my post is deletet again? perhaps i double post it now…#
nodrawn solid texture e.g. clip missile

sry if this is a double post but i canT see my post the second time now


(isbowhten) #15

my english is bad… can you explain it better for my noob german english?


(stealth6) #16

how many accums can I use in a script?


(-SSF-Sage) #17

You can have 10 globalaccums named from 0 to 9. Which affect all over the script file.

You can have 10 accums named from 0 to 9. IN EVERY scriptblock you have. So the last thing what I would come out is running out of accums. :stroggbanana:


(stealth6) #18

back to the sky shader question.

I put a clip missle under the sky texture, and that worked, but not very well :smiley: the airtrike falls out of the sky and is stopped by the clip missle, but because the sky is so close above your head the blast radius still effects you

anyway to stop this?


(isbowhten) #19

a higher sky?
perhaps there is another shader which stops damage radius too. i would try all and see


(stealth6) #20

maybe, and putting the sky higher hmm, I also thought of this but was not sure is it would work, but 'll try it…