Invisible catwalks? Created 18 years ago2006-04-25 20:39:08 UTC by oneofthedragon oneofthedragon

Created 18 years ago2006-04-25 20:39:08 UTC by oneofthedragon oneofthedragon

Posted 18 years ago2006-04-25 20:39:08 UTC Post #176742
Im making a map with a bunch or kalt walks and i wanted to make a few invisible. Is it a texture or renderine option? ty in advance!!
Posted 18 years ago2006-04-25 20:40:01 UTC Post #176743
make the catwalk with the clip texture
Posted 18 years ago2006-04-25 20:52:33 UTC Post #176749
Turn it into a func_wall and set it's Render Mode to texture. This should make it invisible. You can also do it to func_breakable too.
Posted 18 years ago2006-04-26 04:14:24 UTC Post #176784
..you spelled "Catwalks" correctly in the thread title, yet you spelled it "kalt walks" in the actual thread... silly
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-26 04:34:45 UTC Post #176786
You got a couple of choices:

1. Make a brush covered with the {blue texture. Turn the brush into a func_wall and set it render mode to solid, and its fx amount to 255.

2. Make a brush with any texture, turn it into a func_wall and set its render mode to texture, and the fx amount to 0, like Mr.Yoso allready mentioned.

3. Make a brush covered with the null texture. It doesn't matter whether this brush is just a world brush, or a brush entity. It'll be automatically invisible ingame.

4. Make a brush covered with the clip texture. Don't turn this into a brush entity, or you'll get compile errors.
Posted 18 years ago2006-04-26 09:07:07 UTC Post #176798
3. Make a brush covered with the null texture. It doesn't matter whether this brush is just a world brush, or a brush entity. It'll be automatically invisible ingame.
It matters if it's a world brush or entity. If it's a world brush then the part from another world brush's face will be discarded, just like with regular world brush. Only that the null brush is transperent so you'll see the void out side the levels, which is really bad.
Posted 18 years ago2006-04-26 09:13:01 UTC Post #176802
Only that the null brush is transperent so you'll see the void out side the levels, which is really bad.
If you place the brush next to a wall, then yes. So leave some extra space between the outer walls and the catwalk.
Posted 18 years ago2006-04-26 09:23:02 UTC Post #176805
Yeah it wont really matter for you can't see/fall through the 1 unit gap. Another problem is that they will block light.
Posted 18 years ago2006-04-27 21:02:38 UTC Post #177120
TY everyone!!! it all works and my map is basicly done ill post it when im done! also they are reasonably far away and up from the walls so the trasparancy isnt a problem! ty for all the help!!
PP I CANT SPEL =p
Posted 18 years ago2006-04-28 18:17:24 UTC Post #177258
One last question I want a trigger player hurt to kill auto maticly how much damage or do i have to have alot of layers on it? i want it when the player hits the ground they die how would i do this?
TY IN ADVANCE
Posted 18 years ago2006-04-28 18:21:08 UTC Post #177259
Just give it a shit load of damage.
Luke LukeLuke
Posted 18 years ago2006-04-28 18:23:47 UTC Post #177260
Make an ambient_generic of somebody screaming, with the same name as the trigger hurt, or make a seperate trigger for it when the guy falls off...the death cry is always a nice touch :)
Posted 18 years ago2006-04-28 18:34:37 UTC Post #177261
okTY i figured out what was wrong
(APPERENTLY 999999999999999999999999999999999999999999999 isnt a "valid damage value" in cs =p) TY ill post it on the map vault today!
Posted 18 years ago2006-04-28 18:40:30 UTC Post #177262
ok LAST last question
I have 2 teleports triggered by a multisource HOW DO I MAKE THEM SHUT OFF AT THE NEXT ROUND!!
TY in advance! :P
ps ty seriously for everyone who helped me this far!
Posted 18 years ago2006-04-29 15:21:44 UTC Post #177363
Try here if you haven't already.

I've not had any experience with this sort of thing, but you might try to clarify your problem a little bit, for those here who do.

Explain exactly what you want to do, in context to your map, so it's the absolute easiest for us to understand.
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