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Post by mrbecker on Jul 9, 2009 1:52:59 GMT
i want to build a map where there is like a "neutral" room. i'm putting trigger_weapon_strip so when they enter, they lose their weapons. i was wondering, is there a way to have it so they can get their weapons back when they leave?
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Post by 3kliksphilip on Jul 10, 2009 17:54:55 GMT
I don't think so. Have you tried filling the room with a blockbullets block? I can't remember if that's solid to people as well.
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Post by mrbecker on Jul 10, 2009 20:39:53 GMT
i thought about doing that, but the reason i didn't was because i didnt feel like compiling it just to see it didnt work. and ive got a teleporter and switches and stuff in that room as well. ill give it a shot anyway i guess
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bozebo
Trained Noob
mreh
Posts: 11
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Post by bozebo on Jul 14, 2009 11:44:42 GMT
also, bullets go through the toolsblockbullets texture. It is simply a means of providing some kind of bullet resistance (like walls, glass etc) without blocking other stuff. You can make a bulletproof wall with it (2 units thick) if you make many thin layers (0.2 units thick) of brushes with that texture on all sides and put them together in a slab with many layers - the reason this works is the engine decreases bullet strength as the bullet changes mediums (where it would also refract irl, but whatever), so it is passing from brush to brush to brush to brush repeatedly and not making it through the other side. Of course, this will not solve your problem. I think you can make a trigger and turn of smart edit and get right into the guts of the source engine allowing you to also make a server side script with eventtools or something to change the behaviour of the attack1 event fire from players when they are in the area. I wouldn't know where to start with that though.
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Post by xerosin on Aug 20, 2009 19:26:35 GMT
Hehe, depends on the map, but i have an idea. Make deposit boxes, outside the neutral room. And then have them boxes lead to the other side (Outside the neutral room) That way, when theyre out, there weapons are saved. Have the room get rid of all weapons of course. This may cause several problems. 1. Weapon stealing. Solution: Give the box's codes to open. Find a way to tell only the player that uses it. Or jsut assign a player a box with a code. 2. Those who get weapons faster than others, will most likely shoot the others before weapons are grabbed. Solution: Make a wall divide the teams? Have a timer open the wall.
If you can find a use out of that, im glad to help. Just expressing ideas. xD
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