how to make no climbing wall ?

SkyforgerSkyforger Join Date: 2007-03-25 Member: 60494Members
hi all <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> i whant to make a wall where skulks can't walk,climb and is it possible to make it on all reedy exiting wall?

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2007
    trigger_push? And in some cases a func_wall also disables the wallwalking of a skulk. And what was that second part of your question?
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    <!--quoteo(post=1634836:date=Jun 20 2007, 06:56 AM:name=Translated)--><div class='quotetop'>QUOTE(Translated @ Jun 20 2007, 06:56 AM) [snapback]1634836[/snapback]</div><div class='quotemain'><!--quotec-->
    Greetings fellow earthlings! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> I would like to make a wall that skulks can't climb and is it possible to do this to an already existing wall?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    A trigger_push with a very high value (I think you need to find the highest achievable speed of a skulk in order for the skulk to not make it to the wall) Go outside in Hera and try to leap on to the cliffs to see this effect in action.

    Mind you, this technique could be quite annoying if it's in a high traffic area (unlike the cliffs of hera) so you may want to try some other techniques. A good lip, while certainly navigable if you take your time, can prevent skulks from quickley racing up. Basically, you're just blocking their movement a bit though.

    And otherwise, some func_wall's seem to randomly choose whether they are sticky or not. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    So basically, there isn't much you can do to stop skulks from wall-walking.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    make the walls out of lava <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    co_lavapit or ns_lavafortress? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    put a thin sky wall right along the wall, if i remember right skulks cant climb the sky brush and its transparent so you can see the real wall behind it.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited July 2007
    You were correct Drfuzzy at one time, but Cagey changed it in the P13/P12 compile tools I think it was. The sky textured brush is very much clipable/climbable nowadays.

    He also at some point suggested a texture to use as a noclimb, which would render and behave like NULL, only with the added benifit of not being able to climb on (never got implemented though <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> )

    Things which are useable with the current compilers are tigger_hurt or trigger_push both of which come with its drawbacks and then there is the "making the sky inaccessable" thing, which most maps use... And we have the func_wall, which in some random cases will stop the skulk from climbing (bug?)
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