Touchable wall
Hi. First-my english is bad, sorry.
I tried to create wall using engine and I created it, but I still don't know how to create wall touchable for player. Entity like apache (amx_apache plugin) is touchable for wall created by map creator but don't touchable for player. I set EV_INT_solid to 2, 3 and 4 but with no succes. Can You help me? I'm just going to create invisible wall touchable for player because I need to stop him in one place. I need to stop any entity in this place. I don't want to use PreThink PS. It must be possible, because EntMod Can it, but I can't use EntMod...save etc.. |
Re: Touchable wall
Nobody know?
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Re: Touchable wall
Not sure what you're asking exactly. If you mean a new wall with a "NODRAW" texture, then you can't do that because map geometry has to be compiled into the BSP.
You could simulate it by spawning an invisible model and placing it in the correct location. There are lots of examples of spawning models on the forums. You might be able to set the alpha to 0, or if not, then you'd need to create your own "wall" model with an invisible texture. |
Re: Touchable wall
what do you exactly mean writing "invisible model"? I mean that i want to create wall, which is invisible. For example, the gap on de_prodigy, I want to make some floor and at the end of it I would like to create wall there, so that I can walk there, cant fall down from there, and that anything cant fall down there, for example bomb or some guns. Its weird for me that I can remove a wall, which model can touch, but It cant be created. Second thing which is weird to me is that the EntMod can replace walls like this to the orther location, and those walls are really existing there.
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Re: Touchable wall
You can't remove a wall in CSS. Walls are loaded from the BSP file and are in the part of the BSP file that gets checked for consistency. You can add entities. What I was suggesting was to spawn a prop_dynamic or prop_physics, set it to a flat model (like a big board) and freeze it in place.
If you want it to be invisible, you'll have to set it's render property to something with a 0 for the alpha mask or create a see-through texture that and use that as the models texture when you create the model (using the Source SDK tools) that will be used by the plugin. |
Re: Touchable wall
I'm sorry, I think i'm blinded. I need help with hl1 engine... sorry... please move topic
oh, and help me of course :) |
Re: Touchable wall
You could remove something LIKE a wall if it's loaded into the map as an entity. This is sometimes done to reduce geometry and lighting complexities for performance reasons, or because the wall is intended to be manipulated as part of the gameplay. This is also a lazy but inefficient way some mappers use to make custom model objects for a map when they should be built using modeling software as would be done for a character model.
Here is an explanation of how embedded model objects are handled. The mapper builds the object and places it in the space of the map somewhere, then flags it as an entity object. When compiling the map, the engine places the object in the original place for lighting references and stuff, but it's not truly stored or physically associated with that area. What exists in the map file is the model object in a cache-like limbo space and an instruction that the model should be spawned at the original location. However, only the server actually looks at any of the entity objects. It then tells the clients to place the model where it should go. The client machine performs no sanity check and blindly obliges, even though it technically has the same entity-placing information available. So, this is what allows a mod like SourceMod to manipulate entity objects in the games. It can spawn them and move them and do all kind of things that violate the original design of the map, because the client machines are very obedient to the server's commands. However, for a custom object like a door or special wall and even an invisible wall-like object, it must have been compiled into the map to use as a model. You could then have SourceMod spawn 1000 of those doors all over the place, though you would notice that they all would have identical lighting on them as per the original location during compile. However, you cannot create a collision object from nothing, since the collision system as designed assumes very complex geometries could occur and requires the collision geometry to be pre-compiled into the map. |
Re: Touchable wall
I just thought of a possible solution.
You could prepare a model that is just your invisible wall then have SourceMod load it into the map. For this to work right you should add your model to the .res file for the map. If you don't and you just put it on your server, it will still work but a big ugly "ERROR" model will show up for all of the clients. They may be a way to suppress that, though, in which case you would not need to provide the clients with your model, but the servers would need it. So you would spawn it as a rigid entity object. I think the client-side interaction would be a bit odd because the client machine isn't aware of the wall and the collision geometry - the server will just tell the client machine "go no further!" and this will be subject to latency issues, resulting in a bit of bouncing. I THINK - I can't say I've tried it. It might work fine if the model is rigidly fixed in space. |
Re: Touchable wall
This must be for counter-strike 1.6, bad section, please move to corretc
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Re: Touchable wall
Huh? This is your thread. :P Do you mean to say that you are working with CS 1.6?
BTW, SourceMod is for the Source engine, ie. Counter-Strike Source. A mod for Counter-Strike 1.6 would want to use AMX Mod. |
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