One - Way Walls: Is it Possible? Created 16 years ago2008-10-02 02:59:42 UTC by HLGenius HLGenius

Created 16 years ago2008-10-02 02:59:42 UTC by HLGenius HLGenius

Posted 16 years ago2008-10-02 02:59:42 UTC Post #256474
Basically, how do you make a one way wall? If it involves "complex" entity setups I am happy to learn. :D

HLGenius
Posted 16 years ago2008-10-02 03:11:38 UTC Post #256475
... omg just check for a tutorial or a example map
Skals SkalsLevel Designer
Posted 16 years ago2008-10-02 03:13:28 UTC Post #256476
Like a wall you can go through from A to B, but can't from B to A?

Fairly simple. Tie the visible part of your wall to func_illusionary and have another brush of the same size placed at the same spot. Tie that brush to func_wall_toggle, set its render mode to Solid, FX Ammount to 0 (making it invisible) and select its "Start Invisible" flag.

Then create a trigger_once right behind the wall, which triggers your func_wall_toggle. That way, once the player passes the illusionary part of the wall, he'll trigger the wall_toggle, which will become solid and enclose that gap.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-10-02 03:26:23 UTC Post #256477
If ur looking for a wall you can see trough from one side but cant from the other, check out this tutorial:
http://twhl.co.za/vault.php?map=5075

If no then check out what daubster says... if you do not want to do that aswell then i dont know.
Skals SkalsLevel Designer
Posted 16 years ago2008-10-02 12:11:06 UTC Post #256498
You could just have a thin trigger_push with a high push speed.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 16 years ago2008-10-02 12:56:11 UTC Post #256501
That'd be weird when you walk through it.
It'd shop you in, you know. Like a small leap or whatever..
Madcow MadcowSpy zappin my udder
Posted 16 years ago2008-10-02 13:47:52 UTC Post #256502
You could just have a thin trigger_push with a high push speed.
That wouldn't be realistic because when you're close or touching the wall , you'll be pushed by a misterious force .
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-02 14:53:11 UTC Post #256507
I've often tried to make one way walls. That's always been the best I could do without either spirit or complex entities (I usually don't have time to make anything better)
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 16 years ago2008-10-04 01:39:46 UTC Post #256621
Thanks. Now i will try it and see if it works.

EDIT: I got the effect, im satisfied, it was very close to what i want.
Scenario:
There is an escalator going up when i reach the end/top i cant go back to that same elevator. Then there is another player that wants to go up. So the player went up and did the same thing. But when he is still going up i cant even go through the other way opposite to the escalator.

Like:

P1 -> Escalator ->
Escalator |<- P1 (cannot pass through)
P2 > Escalator |< P1
Escalator | <-(P1,P2) (both cannot pass)
(P1,P2) -> Escalator ->
Posted 16 years ago2008-10-04 02:16:55 UTC Post #256624
...
is that what you want but cant get, or is that just what youre making?
Jessie JessieTrans Rights <3
Posted 16 years ago2008-10-05 02:29:01 UTC Post #256681
O yeah i forgot...What i want is everything is visible. So i want to achieve the same effect with out the use of func_wall_toggle. Everything is supposed to be visible; not invisible.
Posted 16 years ago2008-10-05 04:39:10 UTC Post #256682
You should be able to do what you want with a func_wall_toggle.
Tie the visible part of your wall to func_illusionary
You have to have two brushes in the same place. One is a func_illusionary (it is the wall that is visible, but can be walked through).
have another brush of the same size placed at the same spot. Tie that brush to func_wall_toggle, set its render mode to Solid, FX Ammount to 0 (making it invisible) and select its "Start Invisible" flag.
The other is a func_wall_toggle, which, as quoted, is invisible. That way, when the wall_toggle is triggered, it prevents you going back through the wall, but you cannot see it. You can only see the func_illusionary.

That help?
Jessie JessieTrans Rights <3
Posted 16 years ago2008-10-05 11:26:51 UTC Post #256693
Yeah it now helped. I just didn't understand it well.
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