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Managing bullets' penetration in walls


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Prof. Orribilus
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Join Date: Jun 2013
Location: Italy
Old 08-17-2015 , 17:35   Managing bullets' penetration in walls
Reply With Quote #1

Hello.

I am making a map for DoD:S which offers some fight on a train, but unfortunately the thickness of train's walls is too little so MG's bullets pass through them from the beginning to the end of the train, and this is quite "cheatty".
So i am trying to understand if it is currently possibile in SourceMod to prevents bullets to pass (both graphically and effectively) through certain walls.

I have tried the OnTakeDamage hooking but it doesn't allow to stop bullets for preventing damage on the other side of the wall.

Should i use DHooks?
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KissLick
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Old 08-17-2015 , 17:48   Re: Managing bullets' penetration in walls
Reply With Quote #2

Not for DoD:S, but it might help you.

-> https://developer.valvesoftware.com/...Strike:_Source
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Prof. Orribilus
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Old 08-17-2015 , 17:55   Re: Managing bullets' penetration in walls
Reply With Quote #3

Quote:
Originally Posted by KissLick View Post
Not for DoD:S, but it might help you.

-> https://developer.valvesoftware.com/...Strike:_Source
I have yet played with those parameters, creating a custom material, but nothing doing. Even a brush BlockBullet material must have a certain thickness to block bullets but my train's ones are too little.

Thank you however.
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Last edited by Prof. Orribilus; 08-18-2015 at 03:33.
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Miu
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Old 08-17-2015 , 18:06   Re: Managing bullets' penetration in walls
Reply With Quote #4

trace rays could let you tell whether there's something between the origin and the end of the bullet's path
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KissLick
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Old 08-17-2015 , 18:20   Re: Managing bullets' penetration in walls
Reply With Quote #5

Quote:
Originally Posted by Prof. Orribilus View Post
I have yet played with those parameters, creating a custom material, but nothing doing. Even a brush with BlockBullet material must have a certain thickness to block bullets but my train's ones are too little.

Thank you however.
Not even Layer Sandwiching for Bulletproofing helped you?
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Prof. Orribilus
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Old 08-18-2015 , 03:11   Re: Managing bullets' penetration in walls
Reply With Quote #6

Quote:
Originally Posted by Miu View Post
trace rays could let you tell whether there's something between the origin and the end of the bullet's path
But how i can block the bullet in every way? Maybe i should hook the function which calculates, basing on material properties and wall thickness, if the bullet can pass or not?
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Last edited by Prof. Orribilus; 08-18-2015 at 09:09.
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Prof. Orribilus
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Old 08-18-2015 , 03:19   Re: Managing bullets' penetration in walls
Reply With Quote #7

Quote:
Originally Posted by KissLick View Post
Not even Layer Sandwiching for Bulletproofing helped you?
No. Probably it works only in CS:S, infact in the DoD:S related page is not mentioned.
Also i have tried the func_breakable's flag "Don't allow bullet penetration", but it doesn't work in DoD:S. The plugin i would want to realize would implement just this flag.
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Last edited by Prof. Orribilus; 08-18-2015 at 03:38.
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m_bNightstalker
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Join Date: Jan 2015
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Old 08-19-2015 , 07:11   Re: Managing bullets' penetration in walls
Reply With Quote #8

Try this: https://forums.alliedmods.net/showthread.php?p=1841890
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Prof. Orribilus
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Join Date: Jun 2013
Location: Italy
Old 08-19-2015 , 08:49   Re: Managing bullets' penetration in walls
Reply With Quote #9

I have seen it but i haven't considered it because it doesn't block the graphical effects and the damage done to non-player entities beyond other non-player entities (for example, in the case of two func_breakable one beyond the other).

Thank you, however.
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Prof. Orribilus
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Old 08-19-2015 , 10:01   Re: Managing bullets' penetration in walls
Reply With Quote #10

Ok, i could use tracerays to determine if a damage should be cancelled even without cancelling the graphical effects. At least it is something.

Thanks all again.
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