Portalable walls with grates in front of them???
though to prevent players from entering the maze i put grates in front of the panels to prevent anyone passing through.
The problem however is that the grates are on always preventing the player from passing though it from the rearside.
Normally i can stand on the grates, or walk against them without passing through.
But when there's a cube or other prop going through the portal in high speed, it passes through it.
This will get players stuck and confused...
Currently the grates themselves are "func_brush" entities with SolidBSP to Yes and Solidity to "Always solid".
The texture im using is called "metalgrate018c".
The space between the portal and the start of the grate mesh is 19 units.

What am i doing wrong?
KenJeKenny!? wrote:
clip texture.
wouldn't that also stop excursionfunnels and hardlight bridges?
MissStabby wrote:
KenJeKenny!? wrote:clip texture.
wouldn't that also stop excursionfunnels and hardlight bridges?
nope only props/physics objects & clients... if you wanna stop funnel/light bridge you gotta use invisible... but that wont even allow portals through...
What about just making the grate texture a bit bigger (thicker)?
Grate-textured func_brush set to "Not Solid"
Playerclip brush - occupies the same space as the grate, but is a little thicker underneath (it only needs to cover the grate though)
func_clip_vphysics - occupies the same space as the playerclip brush
It doesn't block funnels or bridges, but players and objects cannot pass through.
Will T. wrote:
When I built a grated platform like this, I did this:Grate-textured func_brush set to "Not Solid"
Playerclip brush - occupies the same space as the grate, but is a little thicker underneath (it only needs to cover the grate though)
func_clip_vphysics - occupies the same space as the playerclip brushIt doesn't block funnels or bridges, but players and objects cannot pass through.
is there a special texture i should be using for the clip_vphysics?
It seems that if i put the vphysics at a distance of 32 that it will prevent high speed objects from passing through, though this means that there is quite a big collision brush sticking out, wich will show when objects are resting on it.