Unclimbable Texture?

SwissSoldierSwissSoldier Join Date: 2003-03-21 Member: 14757Members, Constellation
<div class="IPBDescription">Clip is now climbable...</div> I've seen that Clip is now climbable... Is there another Texture like clip but unclimbable? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->


<span style='font-size:8pt;line-height:100%'>sorry for the unnecessary pm Coil...</span>

Comments

  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    I don't think skulks can climb NULL but I'm not 100% sure on that.

    ~ DarkATi
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    They can if I'm correct, maybe I once walked on one while testing my map.
    Can't really remember either.
  • SwissSoldierSwissSoldier Join Date: 2003-03-21 Member: 14757Members, Constellation
    Yes, they can climb at the NULL texture...
    Hmm, *votes for a new texture* <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Yes, there should be a new texture, noclimb or something.

    But sadly, there is currently no texture that skulks can't climb. Maybe in the future.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    a truely ugly way of solving this would be to put a push entity that works downwards to make you fall off as a skulk. Although i'm not sure whether or not you would be effected by the push <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> .
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    trigger_hurt...

    }<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Hmm, I'm not sure about this one, but has anyone tried climbing on an Origin?
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    <!--QuoteBegin-Thursday-+Feb 13 2004, 10:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Feb 13 2004, 10:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmm, I'm not sure about this one, but has anyone tried climbing on an Origin? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Won't work, I'm afraid. The compile tools remove origin brushes during (I think) the CSG phase and replace them with an "origin" "x y z" keyvalue in the entity. That's why you can't have an origin brush that isn't tied to an entity, because there's nowhere for the keyvalue to go.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-prsearle+Feb 13 2004, 03:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (prsearle @ Feb 13 2004, 03:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Thursday-+Feb 13 2004, 10:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Feb 13 2004, 10:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmm, I'm not sure about this one, but has anyone tried climbing on an Origin? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Won't work, I'm afraid. The compile tools remove origin brushes during (I think) the CSG phase and replace them with an "origin" "x y z" keyvalue in the entity. That's why you can't have an origin brush that isn't tied to an entity, because there's nowhere for the keyvalue to go.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Correct.

    Actually, if skulks are using clip hulls for collision detection now (I <i>think</i> they are), it's not really possible to have a single texture that they can't walk on; clip hulls don't store texture information. You'd need to implement an enhanced clipping system and modify the compiler in order to have that information available. All textures (including NULL) behave identically for the purposes of clipping--physics are completely dependant on the entity class (including worldspawn as an entity class) rather than the texture properties.

    I think that skulks were probably using the vis hull for their wall walk code in early versions of NS since that would account for their inability to detect clip surfaces as solid objects (all of that is conjecture, I haven't seen the mod source).

    You could still implement unclimable surfaces in a clip hull by using an entity -- similar in purpose to the existing <a href='http://collective.valve-erc.com/index.php?ent=func_friction' target='_blank'>func_friction</a> entity -- to define skulkproofed surfaces (func_noclimb?). Getting that sort of object to function properly for skulks, other player types, and the commander at the same time might be a challenge.
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