Making a brush solid to all but funnels

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dinnesch
105 Posts
Posted Oct 14, 2011
For a map I'm making I want to use a metal grate brush(texture: underground_metalgrate001a ) that blocks players and physics objects, but lets funnels(AKA tractor beam) through. I already tried a couple of things:
- Overlapping with a clip / playerclip brush, they block the player but let physics objects(eg cubes) through
- Overlapping with a toolsinvisble which also blocks the funnel
- Tieing the grate brush to a func_brush, setting "solidty" to "always solid" and adding the funnel entity in "NPC class excluded from collisions", but it still blocks the funnel

So, can anyone tell me if there's a way to make a brush(or set of brushes) that A. blocks players and physics objects and B. lets funnels through

Thanks in advance!

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spongylover123
944 Posts
Posted Oct 14, 2011
Replied 6 minutes later
Try a block bullets texture and set your grate solidity to not solid
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dinnesch
105 Posts
Posted Oct 14, 2011
Replied 4 minutes later

spongylover123 wrote:
Try a block bullets texture and set your grate solidity to not solid

Not working, it has the same effect as clip/playerclip textures for me.

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spongylover123
944 Posts
Posted Oct 14, 2011
Replied 9 minutes later
How about 2 player clips 1 normal nothing special.
The other, tie it to a func_clip_vphysics
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dinnesch
105 Posts
Posted Oct 14, 2011
Replied 10 minutes later

spongylover123 wrote:
How about 2 player clips 1 normal nothing special.
The other, tie it to a func_clip_vphysics

Thanks for the quick response, this works exactly as wanted.

EDIT: sorry, I was being a bit sleepy with testing this, it still blocks the funnel. So I'm still looking for a solution.

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dinnesch
105 Posts
Posted Oct 14, 2011
Replied 5 hours later
Bumping this thread because I previously said it was solved, but didn't test properly.
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spongylover123
944 Posts
Posted Oct 14, 2011
Replied 2 hours later
Did the func_brush have solidity to never solid and No collisions?
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deltaalphanova
9 Posts
Posted Oct 14, 2011
Replied 39 minutes later
I ran into a similar situation
got around the problem using a func_clip_vphysics stacked on a playerclip brush, stacked on a func_illisionary for the actual appearance.

So, three brushes, one blocks players, one blocks physics objects, and one has the texture on it and isn't solid.

Make sense?

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dinnesch
105 Posts
Posted Oct 15, 2011
Replied 11 hours later

spongylover123 wrote:
Did the func_brush have solidity to never solid and No collisions?

Ah, I overlooked this, I closed hammer before saving it with the func_brush. It works fine now.

Thanks again and excuse me for being so chaotic :lol:

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YM_Industries
67 Posts
Posted Oct 16, 2011
Replied 17 hours later

dinnesch wrote:
- Overlapping with a clip / playerclip brush, they block the player but let physics objects(eg cubes) through

Put another brush in the same place with a trigger texture tied to func_clip_vphysics to block physics objects. This does seem quite a workaroundish solution though.

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ColSarge
60 Posts
Posted Oct 16, 2011
Replied 21 hours later
Well, it isn't really a brush, but you could use a light bridge, and put a fizzler behind it. The lightbridge can block the player, but will let the tractor through, the fizzler can block portals, but the lightbridge can ensure the players and objects won't be pushed into it when in the beam.

This way, at least, you wouldn't have to bother explaining to the player the new functionality of a wall solid to everything but funnels.