1337 H4xX0r Created 18 years ago2006-04-11 11:51:47 UTC by Tosse Tosse

Created 18 years ago2006-04-11 11:51:47 UTC by Tosse Tosse

Posted 18 years ago2006-04-11 11:51:47 UTC Post #173482
Is there any way to make the walls non-shoot-throughable in cs?
Posted 18 years ago2006-04-11 12:49:31 UTC Post #173493
I've seen this question come up many times. I don't remember having seen a single answer that always works (if there was something at all). But, maybe multiple walls behind each other or such things have some effect, you're free to try.
Posted 18 years ago2006-04-11 12:49:39 UTC Post #173494
Yep.. Put a sequence of 3 or 4 tiny walls (leave a gap between them) ... this will block the bullets...

[edit] Answered at the same time... =]
Posted 18 years ago2006-04-11 12:57:45 UTC Post #173496
sounds like it will make a big map lag :/
Posted 18 years ago2006-04-11 13:02:20 UTC Post #173497
Yep.. But you can make the walls an entity, to prevent the loss of w_poly...
And them, apply NULL textures at all sides execept the front and back...

[edit] I don't have sure about that, but I think that a NULL side don't block... If somebody knows, let me know the truth...
Posted 18 years ago2006-04-11 13:24:50 UTC Post #173506
But you can make the walls an entity, to prevent the loss of w_poly...
Eh?

Tosse, go forth and experiment!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-04-11 14:58:20 UTC Post #173528
Oh i will! I was just checking if there already is an obvious way to do this.

A func_wall won't block the bullets anymore than a usual solid wall huh?

I don't really play cs, that's why im asking
Posted 18 years ago2006-04-11 15:25:15 UTC Post #173545
Bullets will not go through more one brush, right?

So, Make all your walls and such with two brushes.

OR!!!

Copy everthing, and paste it right back over the origional spot.
Posted 18 years ago2006-04-11 15:31:16 UTC Post #173551
bullets can go through several walls..

and the M249 can rip through a wall 32 units thick
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-11 15:42:10 UTC Post #173559
BL, does that really work? The last one
Posted 18 years ago2006-04-11 17:02:24 UTC Post #173576
Don't do it.

Anyway, nobody's ever posted a conclusive answer in my memory, so you're not going to have much luck. Go and try it, and please, let us know what you work out!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-04-11 18:47:46 UTC Post #173604
heh, I was kidding Sir Monkey...

Tosse, don't do what I said.
Posted 18 years ago2006-04-11 23:09:36 UTC Post #173617
is there a clip brush type entity that blocks bulletts? or is that just a monster clip
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-04-12 00:06:40 UTC Post #173618
Tosse: Check This Thread. It gives multilple methods that all seem plausible.

Of all the methods mentioned, the easiest imo is to make your bulletproof wall a func_button, with:

Health: Set to a very high number
Delay before reset: 0.01
"Don't Move" flag: <checked>
Let us know what you come up with :)

<rowleybob senses a new example map coming...>
Posted 18 years ago2006-04-12 06:22:26 UTC Post #173680
That button thing didn't work =(

I tryed to make a func_breakable and set it on "trigger_only" It worked, but not if the wall was to thin so i guess it didn't work either. But making very thin walls and place then close to each other worked, but that would create lag on bigger maps...
Posted 18 years ago2006-04-12 06:26:12 UTC Post #173681
Did you try the other methods in the thread like having uncompiled space 'tween two walls, or the three-wall one?
Posted 18 years ago2006-04-12 10:41:27 UTC Post #173756
Someone should create a new entity "func_bulletblock"...

No i haven't had the time yet, and you need to be two people to test it :/
Posted 18 years ago2006-04-12 10:48:16 UTC Post #173759
There probably is one in Source.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-04-12 10:56:25 UTC Post #173762
ah source... I like the HL1 enige better, it's more of a challange to make a map look good and to get it to run well... And there are less options in the entity part so there is more problem solving, like now! :D

I know how to make a wall block a bullet from any gun, but that either makes the wall too thick or making a big map lag, and im currently working on a kind of big map, so it would lag... If it already doesn't that is.
Posted 18 years ago2006-04-12 16:25:33 UTC Post #173813
There probably is one in Source.
Source has a 'bulletblock' texture that'll do the job, but since it's 1.6 your mapping for, that isn't realy a possibility.
Posted 18 years ago2006-04-12 16:31:09 UTC Post #173814
just wondering, but does the Sky texture block bullets? if it did, you could put it in those walls that should be bullet proof.
Posted 18 years ago2006-04-12 16:46:44 UTC Post #173818
And that would create lag
Posted 18 years ago2006-04-13 05:23:21 UTC Post #173923
No i haven't had the time yet, and you need to be two people to test it :/
Can't you use hosties to test the bulletproofing?

Anyway, you've peaked my interest with this whole thing, so I'm going to start some tests regarding this, and I'll let you know what I come up with.
Posted 18 years ago2006-04-13 09:48:20 UTC Post #173983
I've actually experimented with this. Just as long as your walls are double layered, that is two brushes, bullets won't go through. As long as there is only one brush, bullets will go through. I've tried this by making a 256 unit thick wall and putting a hostage behind it. The Desert Eagle and all the rifles shot through it, but split it in half, and it blocks.
Posted 18 years ago2006-04-14 01:32:36 UTC Post #174156
Just as long as your walls are double layered, that is two brushes, bullets won't go through.
Totally untrue. I tried that method, and varied it using multiple walls at various thicknesses and distances from the next wall.

I think in older versions of CS that method worked, because I've found tons of forums saying it works. Unfortunately, it doesn't :(

I tried about a dozen other methods listed in the link from the VERC Collective, but the AWP defeated them all.

edit: Most of the methods listed in that VERC Collective thread--but certainly not all--will stop regular assault rifle fire, and of course all submachine guns, and pistols. However, I didn't test the auto snipers nor Deagle and again, NONE of them stop the AWP.

Should also be noted that while the AWP always penetrates, it does less damage than normal--you can hit hosties multiple times without killing them.
Posted 18 years ago2006-04-14 07:18:11 UTC Post #174192
Well, it ain't that big a problem if the awp bullets get's trough the wall, that could be realistic, i don't know how "strong" the AWP is in real life but i've heard a big share of storys. But i managed to make a not to thick wall stop a AWP bullet. I don't remember how thick it was, not too thick, kind of like a real wall (the ones used outside buildings, not in them). I make the brush a func_breakable and made it trigger only. it worked fine, and so did the "func_wall" in that matter, and the func_button. But i couldn't make them any thinner, that made the AWP go trough. and i use the AWP to test the walls, them im really sure what the results are.
Posted 18 years ago2006-04-14 13:00:00 UTC Post #174291
well i this isn't a permanant solution but make the bunker under ground make a short tunnel down to it so it isnt touching the ground and there theonly waythey can hit them is by going down. If you want a door make the tunnel L shaped with a door at the end og the vertical part! :biggrin: hope it works
Posted 18 years ago2006-04-14 22:17:58 UTC Post #174391
Oh yeah you're right, my method only worked in pre-1.6 cs. Can't think of any other way honestly.
Posted 18 years ago2006-04-15 04:47:26 UTC Post #174411
i managed to make a not to thick wall stop a AWP bullet.
I just tested your "trigger only func_wall" and made it 64 units thick and it doesn't stop rifle fire, let alone awp.

Please post an example or more details. I've just built a new test map this. I'm going to try lots of different things and add deagles and auto's to the fold.

Results soon.

edit: AWP, Scout Sniper, and Autos--all snipers apparently-- will penetrate any number of walls, regardless of thickness, and space between walls, at least as far as I have tested.
Posted 18 years ago2006-04-21 18:02:05 UTC Post #175962
Update: Bulletproof CS!

Gaze and be amazed by the size and sheer strength :P

edit: Beating a dead horse here, but I've made a rather important discovery.

The texture of the brush-based entity you're using is very important in terms of it's "bulletproofness".

For example, with a Crate texture, you only need 4 walls to stop the AWP, while with a glass texture, you need 11!

Updating map again to showcase effect.
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