Texture That Stops Skulks

K2BoarderK2Boarder Join Date: 2004-01-29 Member: 25699Members
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.

Comments

  • Dead_ManDead_Man Join Date: 2004-03-19 Member: 27417Members
    edited June 2004
    I think you have to create a texture, then put it as a func invis then set it to ful...i think
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    I find that skulks cant climb a func_wall. Ill see if the alpha settings have anything to do with it..
  • ChodsChods Join Date: 2003-04-25 Member: 15838Members
    it used to be clip texture but i think they changed it (?)

    i thought skulks couldnt walk on sky textures anyway?
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    The sky is clipped automatically by the compiler, unless you use -noskyclip, and then your sky will be like water...
  • ChodsChods Join Date: 2003-04-25 Member: 15838Members
    <!--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...
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    <!--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_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 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
  • K2BoarderK2Boarder Join Date: 2004-01-29 Member: 25699Members
    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-->
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    trigger_hurt, make them learn the hard way!
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    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>.
  • Uh-OhUh-Oh Join Date: 2002-11-04 Member: 6917Members
    <!--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?

    If so.. how do you make em?
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    Normal brush, add the "CLIP" texture.
  • Uh-OhUh-Oh Join Date: 2002-11-04 Member: 6917Members
    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.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--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.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    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)?
  • ChodsChods Join Date: 2003-04-25 Member: 15838Members
    <!--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
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    <!--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.
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