Non-Shoot through glass.

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neillomax
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Post by neillomax »

I posted the wrong info in the first post. At the bottom of my last post are the right ones.

nodamage... and... weapon clip


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Post by Rookie One.pl »

Lizard! You're back! :)

Let me clarify something: func_window is just an entity that takes damage and is removed when its health is equal or less than zero, optionally substituting it with another entity (i.e. a brush with broken window texture). A func_window entity is not necessarily shoot-through - it's the shader that determines if it is or not.

And yeah, that nodamage + weaponclip surfaceparm should work. :)
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Post by Kiko »

That didn't work either.

If you notice, while testing maps trying to stop hackers from hacking on your map (like shooting through black windows, shooting through lamps n stuff) the black windows are actually world spawns and not func_windows!

So by ultimatly creating a "worldspawn" and not a func_window they will be able to shoot and kill through it. Because with a black window you can shoot through walls and kill people just by shooting throught he window.

Ex.

| | 0

1 2 3

1: window
2: wall
3: enemy

You can shoot through the black window, go through the wall, and kill your enemy. So I'm not sure without a func_window that you can actually stop your bullet.

So do you figure if I use a func_window and make it 9999 health, and then do the surface parm of weaponclip and nodamage that it would stop it?

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Post by neillomax »

If thats all you want....... use caulk and just put the black window texture on it.
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Post by Kiko »

no no no, it's not a black window.

It's a glass window that you can see through but not shoot through.

So that you can spectate the people dueling in the inside.

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Post by neillomax »

It's a glass window that you can see through but not shoot through.


then do this......................

START WITH A NEW PIECE OF GLASS..... GLASS CAULK.... not a window texture


Make a pane of glass using the glass texture from the common texture file.

With the pane of glass selected, hit "s" to bring up the surface inspector.

PUT a CHECKMARK in the boxes labled "NODAMAGE" and "weapon clip"

no checks in any other boxes................

Hit apply and ok... DESELECT the glass texture, save, recompile map.

You CANNOT shoot through it, but you can walk through it.
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Post by Kiko »

Awesome, I'll try that in a bit.

I made sliding glass doors, where they slide upwards.

I noticed the problem of walking through them, I simply applied a caulk brush (the same size as the door). Selected the glass brush, the caulk brush, and the origin brush made 'em func_door, angel -1, speed 75 and it worked like a charm.

So I figure if I do the "glass" caulk, then do my glass pane with the surface parm, then slide in a layer of caulk I should be able to stop people from walking in and out really easily.

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Post by neillomax »

If thats what you wanted......... all you needed to do was select the glass texture............. it would splatter glass but not break......... and you wouldn't be able to walk through it either.
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Post by Kiko »

Ok I ran into a problem.

I did the glass "caulk" as you said.

Then I did the glass. I hit "s" selected NODAMAGE and WEAPONCLIP.

I saved, recompiled, and played it, didn't work.

I then checked my map in mohradiant, and clicked "s" on the glass texture (not caulk) and my checkmarks are gone.

grr...

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Post by Kiko »

Ok, now I noticed something else, if I select the glass "caulk" then deselect, then select my glass texture, and hit "s" the checks also go away.

Why is this?

***EDIT***

Ok I figured out the mohradiant thingy I was talking about, but the shit still don't work. My glass texture does have the both clicked... wtf :(

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My god!

Post by tltrude »

Oh my god! Did no one think of using a "Weapons Clip" textured brush? If it were me, I would use a thin brush and texture it with common/weapons clip. And then stick it inside a thicker glass brush. That way, you would still see the bullet marks, but none would get through. There is also a glass clip texture, but I can remember if it stops bullets -- it does cause sounds and glass fragments when shot.
Last edited by tltrude on Thu Jun 29, 2006 7:18 pm, edited 1 time in total.
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Post by neillomax »

kiko

go back up to the post where I told you how to do it. I think you forgot to hit apply, then ok before you deselected and saved.

Yes T........ look above
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Post by Rookie One.pl »

@Kiko: That's exactly what I said - it's the SHADER, not the ENTITY that's responsible for the texture being shoot-through or not.
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Post by Kiko »

Ok, I did do as you said and hit apply... both of those are checked.

Yesterday I did a thin layer of glass, then a weapons clip in the middle, the glass on the other side.

What I possibly shout do is do the thin layer of weapons clip then do the large glass, then do weapons clip on the other side, I'll do this then post.

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Ok

Post by tltrude »

Well I read it all again and you guys are talking about changing surface parameters and shaders, when all he needs to do is add a clip brush. That is what the clip textures do, block things!
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