What texture or what do you have to do to make it so a skulk cant walk on a certain area. Like if its outdoors and you dont want them climbing on the skybox.
<!--QuoteBegin-Mendasp+Jun 5 2004, 06:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Jun 5 2004, 06:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The sky is clipped automatically by the compiler, unless you use -noskyclip, and then your sky will be like water... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> then you drown...
<!--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-->then you drown... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Nope, then you fall out of your map. Not the best method of making it seem professional <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Anyway, I think the current method to keep skulks from reaching the skybrush is a clipbrush around the edges shaped in a matter that skulks can't climb (easily?).
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Would work as long as they dont have leap... Another way of fixing it would be to use a trigger_push with a downward angle which is covering the entire skybrush. Would work perfectly on a flat skybrush at the cost of 1 runtime entity
I think I'll just use the push, it seems the easiest anyways. Thanks for the help. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
If a skulk can stay attached to the wall and manages to get on the sky without jumping or leaping, trigger_push wont work though. So in-game a combination of a difficult clipbrush around the edges and a trigger_push should keep both leapers and wallclimbers off. In the readyroom leap wouldn't be a problem, so there just the clipbrush around the edges should work. More info on outdoor maps, including skulk skyclimbing, can be found <a href='http://www.unknownworlds.com/forums/index.php?showtopic=62266' target='_blank'>here</a>.
<!--QuoteBegin-Wolv+Jun 5 2004, 08:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wolv @ Jun 5 2004, 08:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->then you drown... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Anyway, I think the current method to keep skulks from reaching the skybrush is a clipbrush around the edges shaped in a matter that skulks can't climb (easily?). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Clipbrushes... are those the ones that are NOT bullet proof, but will block player movement?
Ok, if I simply grab the clip teture from the half-life wad, and then add it to my own wad, the compile tools will automatically know what to do?
Also, can we place entities in a manner that might get in the same space as world brushes or other entities? Like can you place a big func_push brush in a room, even if there are world brush in it (like tables or chairs, or even light_spot entities... it's an exemple)
<!--QuoteBegin-Uh-Oh+Jun 6 2004, 06:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Uh-Oh @ Jun 6 2004, 06:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok, if I simply grab the clip teture from the half-life wad, and then add it to my own wad, the compile tools will automatically know what to do?
Also, can we place entities in a manner that might get in the same space as world brushes or other entities? Like can you place a big func_push brush in a room, even if there are world brush in it (like tables or chairs, or even light_spot entities... it's an exemple)
Thank you very much for all the information. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yes.
Wouldn't it be easier to just cover the sky in a func_wall that is 16 or so units below the sky(because otherwise the skulk can climb the wall "under" the func_wall)?
<!--QuoteBegin-ShdwStal+Jun 6 2004, 04:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ Jun 6 2004, 04:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Uh-Oh+Jun 6 2004, 06:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Uh-Oh @ Jun 6 2004, 06:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok, if I simply grab the clip teture from the half-life wad, and then add it to my own wad, the compile tools will automatically know what to do?
Also, can we place entities in a manner that might get in the same space as world brushes or other entities? Like can you place a big func_push brush in a room, even if there are world brush in it (like tables or chairs, or even light_spot entities... it's an exemple)
Thank you very much for all the information. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yes.
Yes you can. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> trigger_push pushes guns around as well so you can have dead guys guns flying around the room
<!--QuoteBegin-Uh-Oh+Jun 5 2004, 11:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Uh-Oh @ Jun 5 2004, 11:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok, if I simply grab the clip teture from the half-life wad, and then add it to my own wad, the compile tools will automatically know what to do? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yea, you can, and you can even make your own if you want to.
Comments
i thought skulks couldnt walk on sky textures anyway?
then you drown...
Nope, then you fall out of your map. Not the best method of making it seem professional <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Anyway, I think the current method to keep skulks from reaching the skybrush is a clipbrush around the edges shaped in a matter that skulks can't climb (easily?).
More info on outdoor maps, including skulk skyclimbing, can be found <a href='http://www.unknownworlds.com/forums/index.php?showtopic=62266' target='_blank'>here</a>.
Anyway, I think the current method to keep skulks from reaching the skybrush is a clipbrush around the edges shaped in a matter that skulks can't climb (easily?). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Clipbrushes... are those the ones that are NOT bullet proof, but will block player movement?
If so.. how do you make em?
Also, can we place entities in a manner that might get in the same space as world brushes or other entities? Like can you place a big func_push brush in a room, even if there are world brush in it (like tables or chairs, or even light_spot entities... it's an exemple)
Thank you very much for all the information.
Also, can we place entities in a manner that might get in the same space as world brushes or other entities? Like can you place a big func_push brush in a room, even if there are world brush in it (like tables or chairs, or even light_spot entities... it's an exemple)
Thank you very much for all the information. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yes.
Yes you can.
Also, can we place entities in a manner that might get in the same space as world brushes or other entities? Like can you place a big func_push brush in a room, even if there are world brush in it (like tables or chairs, or even light_spot entities... it's an exemple)
Thank you very much for all the information. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes.
Yes you can. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
trigger_push pushes guns around as well so you can have dead guys guns flying around the room
Yea, you can, and you can even make your own if you want to.