Blocking player but not npcs Created 13 years ago2011-09-30 08:49:34 UTC by 23-down 23-down

Created 13 years ago2011-09-30 08:49:34 UTC by 23-down 23-down

Posted 13 years ago2011-09-30 08:49:34 UTC Post #299614
Hey...

Is there a way to block the player (Hl1) exclusively from accessing a specific area but npcs can go through without any problems?

I can't use a func_wall_toggle in that specific situation I have here 'cause 6 npcs will go through an area and that gives the player enough time to follow.
Posted 13 years ago2011-09-30 09:32:05 UTC Post #299615
I can't think of any way to do it in goldsource... Would a change in height, like a raised platform with railings all around it work? Or is this for melee-only enemies?
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-09-30 11:02:34 UTC Post #299618
short of having a push entity (the name escapes me) pushing outwards. This will also push the npcs out the door but it will allow them to pass through while stopping the player.
monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2011-09-30 14:11:38 UTC Post #299621
Try to avoid such situation. Terribly unrealistic :D

But yes, like Urby said, try trigger_push.
Posted 13 years ago2011-09-30 20:02:34 UTC Post #299627
Doesn't a clip brush do exactly this?

Never tried it, but at least I used to think that's the reason behind the existence of func_monsterclip.
Posted 13 years ago2011-09-30 21:01:14 UTC Post #299630
No a clip blocks both players and npcs, whereas fun_monsterclip only blocks npcs.
Crollo CrolloTrollo
Posted 13 years ago2011-09-30 22:20:16 UTC Post #299639
Trigger multiple triggering an invisible door that closes when you're near but opens when you're away??
Leave the npc flag unchecked??

This will block the npc's too when you're near though.
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2011-09-30 23:29:31 UTC Post #299642
I have to say though, if there is an area where NPCs can get through, it would make sense that the player would be able to as well...

I have to agree with Dragos. You should probably look for an alternative way to handle the situation because invisible walls that block the player should never be used ever. Kills all sense of place and immersion.
monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2011-10-01 00:00:19 UTC Post #299643
I agree
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2011-10-01 00:43:25 UTC Post #299644
make the area that the npc's go thru inaccessible via architecture design. Like, for example they npcs are on a catwalk or something that the player cant jump to.

Depending on exactly what the situation in your map is I can possibly think up alternative methods.
Posted 13 years ago2011-10-01 00:49:54 UTC Post #299645
If it's hgrunts, rappelling might be acceptable. If not from the roof, from a hole in the ceiling of the room would work.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-10-01 04:37:32 UTC Post #299649
Maybe he's trying to implement some sort of HL2-screen-field-gate. In which case I don't know how it's done. Probably impossible in HL1 without custom code.
Posted 13 years ago2011-10-01 05:13:43 UTC Post #299653
Are you sure clip stops monsters?
Jessie JessieTrans Rights <3
Posted 13 years ago2011-10-01 05:33:40 UTC Post #299654
Just made a small map, enclosed a couple scientists with clip boxing, attempted to 'use' them and they all refused to move. Will try a scripted event to see if they can walk through a clip brush on their own.
Crollo CrolloTrollo
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