Sky Brushes And Levitating Skulks...

HydraHydra Join Date: 2003-06-14 Member: 17366Members, Reinforced - Shadow
<div class="IPBDescription">Seems simple..</div> Why not just make skulks fall from any sky brush since that is one of the big atmospheric problems in outdoor maps. I doubt it is this simple, but it seems a bit odd to have electric fences or whatnot preventing skulks from getting up there. I didn't search because it was not working for me, so if someone could tell me if this has already been answered then that would be great.

Comments

  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    edited April 2004
    Because I believe SKY brushes are automatically clipped, just like the CLIP texture. If you want, you might be able to stick a trigger_push there.

    -e- typo
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited April 2004
    We seriously need a texture that skulks cannot climb. Clip used to work that way but that has since changed, without anything to take its place. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    just make this on the sky textures, a teleporting thingy..... trigger_teleport under the sky, and then have it teleport the skulkies somewhere on the floor....



    why does the movement chamber only teleport u to the hive? it should teleport you to anywhere there is another mc! like the pg! pg's kick butt!
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Doesn't func_wall prevent skulks from climbing the walls? Use that, and make it completely transparent. Or even use the null texture, though I have no clue if that would work.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    null, from what i can observe, simply stops the face from being rendered at all. That face will still cause shadows and clipping, you just can't see it. I've used null on func_wall before. same properties as any normal func_wall, just not visible (and no extra r_speeds i might add)
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    But skulks can walk on it?
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    No, I'm fairly certain skulks cannot walk on func_walls. The null texture doesn't have anything to do with it, all it does is remove faces.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    The skulks not being able to walk on it was the main idea, so its all good(if not for null, you can use Render Mode set to Texture and Render FX to 0[or 1?]).
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    I skulkwalk on func_walls all the time.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Perhaps someone should try pm-ing this to one of the devs. I think having skulks not stick to sky brushes is the best idea. Yes, they should clip, but skulks attaching to them isn't really necessary. That would be a better way to solve this problem. (getting a dev to fix it in ns code)
  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    I jsut make the sky do 60 dmg... they learn fast
  • DantemssDantemss Join Date: 2003-12-13 Member: 24305Members
    There must be something skulks can't climb. Go to hera's readyroom as skulk and try climbing on the ceiling.
  • panda_de_malheureuxpanda_de_malheureux Join Date: 2003-12-26 Member: 24775Members
    func_illusionary isnt it? they use it for railing textures and then stick a func_wall inside it. skulks cant stick to illusionaries.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-version91x+May 1 2004, 02:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (version91x @ May 1 2004, 02:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> func_illusionary isnt it? they use it for railing textures and then stick a func_wall inside it. skulks cant stick to illusionaries. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Incorrect. A func_illusionary isn't even solid, so it's quite obvious they can't climb it. And they don't stick a func_wall inside a func_illusionary, that would just be stupid since a func_wall is solid. They stick a CLIP brush on the func_illusionary (which skulks can climb). This is why skulks are able to climb CLIP brushes in 3.0, so that they would be able to climb railings.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Adding -noskyclip to the hlcsg command line will prevent clip brushes from being placed over all skybrushes. If the effect is desirable is a another question though... For a fun map perhaps.

    Won't placing a func_ladder under the sky prevent skulks from attaching? Throw in a trigger_push to keep the pesky jp's from attaching instead and it might work.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited May 2004
    surely with noskyclip on lerks, fades, jps, and skulks would just be able to leave the boundaries of the level into the void via the sky <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    trigger push or trigger hurt does the job.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    It's an inelligant solution, and it doesn't really fit in. You actually have to make a story line based around why there is some strange invisible force pushing you downwards or hurting you.
  • HydraHydra Join Date: 2003-06-14 Member: 17366Members, Reinforced - Shadow
    The ways to stop skulks from attaching you guys have mentioned work with varying effectiveness, yet a simple no wallclimb brush would make an outdoor area much less of a hassle. Still hoping to get some sort of word from the devs on if this is possible.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I skulkwalk on func_walls all the time.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    No, you walk on clip brushes placed ontop of func_walls or func_illusionary.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Placing CLIP brushes on top of func_walls? Learn new things every day here.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    ...you can climb func_walls...
Sign In or Register to comment.