passable wall


(Haohmaru) #1

another noob question of mine :
how to make a wall that ppl cant see through, but it is walkable through ?


(ECE-666) #2

May i ask why you want that :???:


(Haohmaru) #3

i have various ideas for my map, and lest say, that this wall could be something for a “secret room” in my map
so, anyone ?


([MOS]StiloMAN.pl) #4

i don’t have any good ideas but you can do this:

  1. turn normal brush to script_mover
  2. press ‘N’ and type “scriptname” in key and “your_name” in value…
  3. add to your script lines:

your_name
{
// nothing
}

instead of “yor_name” you can use any name…

thats stpid idea, but I think it works


(SiliconSlick) #5

In Quake1, you could make a brush a func_illusionary entity.

Not sure about ET.

SiliconSlick


(HairyPlums) #6

surfaceParm nonSolid?


(Irrelevant) #7

To elaborate on HairyPlums’ comment, put that line in a duplicate shader for each texture used on the wall. Then people will be able to walk through any brush textured with the new shader.

Aslo, I think you may be able to get away with texturing a hidden face on each brush with the ‘common/nodraw_nonsolid’ texture.