Making a brush solid to all but funnels
- 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!
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.
The other, tie it to a func_clip_vphysics
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.
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?
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 
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.
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.