moving a func illusionairy Created 18 years ago2005-12-20 21:34:42 UTC by fearian fearian

Created 18 years ago2005-12-20 21:34:42 UTC by fearian fearian

Posted 18 years ago2005-12-20 21:34:42 UTC Post #153616
ok so in a map Im making, theres a wall I want to be able to shoot through but not walk through. so I made it a func_illusionairy with a clip brush inside. but, I want to push a button and have the wall dissapear. at the moment I made it a sliding door that moves very fast. is there anyway of making a brush be two wntities at at once? or is there another way of making the wall player clip and still be able to shoot through it?
Posted 18 years ago2005-12-20 22:02:50 UTC Post #153621
get onto msn fearian, I will explain there..
TheGrimReafer TheGrimReaferADMININATOR
Posted 18 years ago2005-12-21 02:22:07 UTC Post #153649
erm... cant! its 4am now and I'm haulin stuff into the car! It'll have to wait a week! :
Posted 18 years ago2005-12-21 02:40:40 UTC Post #153654
ill make an example map,
TheGrimReafer TheGrimReaferADMININATOR
Posted 18 years ago2005-12-21 03:55:29 UTC Post #153656
Use a env_render to render the func_illusionairy invisible. As for the clip brush, remove it and place a func_wall_toggle textured with the null texture. When you'll trigger the env_render the wall will disapear and in the same time trigger the func_wall_toggle to make it disapear. ;)

If you want to make it reaptable, just trigger the func_wall_toggle and use my technic to make rendering process repeatable. Instead of the two trigger_changetargets that in the example change the teleport's destenation use env_renders, one will render the object visible one invisible.
Posted 18 years ago2005-12-21 04:08:52 UTC Post #153661
ack, I diddnt read over what he said, I have just developed a sliding door that you can shoot through but cant walk through. Holds you back while its opening, and you can walk through when its open (some just clip the whole opening.)
TheGrimReafer TheGrimReaferADMININATOR
Posted 18 years ago2005-12-21 04:10:57 UTC Post #153662
oh wait, the func_wall_toggle isn't good! It will block the shots! Maybe it wont if you'll texture it with the '{blue' texture.
Posted 18 years ago2005-12-21 04:14:09 UTC Post #153663
no, {blue wont work, I was thinking your wall_toggle textured with null would allow it to pass, guess not. Texture the wall_toggle with clip and it should,
TheGrimReafer TheGrimReaferADMININATOR
Posted 18 years ago2005-12-21 04:15:18 UTC Post #153664
Clip brushes can't be tied alone to entities. :

Edit:
Whats the diffrence between the {blue and the {invisible textures?
Posted 18 years ago2005-12-21 04:16:57 UTC Post #153665
Ive done it before, on an older version of hammer, :( Havnt needed to in a while,
TheGrimReafer TheGrimReaferADMININATOR
Posted 18 years ago2005-12-21 04:22:30 UTC Post #153666
Posted 18 years ago2005-12-21 04:23:40 UTC Post #153667
I know
TheGrimReafer TheGrimReaferADMININATOR
Posted 18 years ago2005-12-21 04:25:40 UTC Post #153668
I think I got it. Make a small null textured brush in the hight of one unit across the floor and tie it with the clip brush! :)
Posted 18 years ago2005-12-21 05:49:57 UTC Post #153678
Use a func_train entity. Have it start at the desired location by putting the first path_corner there (if you're unfamiliar with how to do so, read the tutorials and entity guide on this site). Now place the second path_corner somewhere the player won't see the func_train, and loop these two between each other, so that when triggered, the train will move from one to another.

The trick is: in a path_corner you can set the movement type of the train. Set both to 'teleport', and check the 'wait for retrigger' flag as well, so the train stays where it is untill it's triggered again.

As for the train itself, check it's 'non solid' flag, and add a clip brush to it. That should do the trick.
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