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Author Topic: No collide blocks possible?  (Read 1514 times)

Offline NamedPlayer

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No collide blocks possible?
« on: June 09, 2014, 12:44:09 PM »
I have asked this once before without a response. Is it possible to have a block that does not clip a player if the player has a certain targetname/classname? I have read on a few different forums about have noblock on players via triggers and activators and also it is possible to enable a trigger to a single player.

http://forums.solidsurf.info/index.php/topic,3279.0.html
http://forums.solidsurf.info/index.php/topic,2685.0.html

I was thinking maybe it was possible to sort of combine these 2 ideas and having blocks that are only non-solid to players with specific names. If any of you guys on SS have worked on or attempted this then please leave a reply explaining what you did (just to avoid me retrying things everybody else has tried to save time and effort.) Also leave some ideas and original theories for your methods.

If you guys have ever successfully done this then please leave a vmf or bsp so i can test it \

Offline S.T.A.L.K.E.R.

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Re: No collide blocks possible?
« Reply #1 on: June 09, 2014, 09:36:23 PM »
Do you want it to stop the player dead in their tracks, or does it just have to stop them from progressing past a certain point?  You could just assign a filter name to a player and then use trigger_pushes to bar the player.  Sorry if this doesn't help you.

Offline moonrabbit

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Re: No collide blocks possible?
« Reply #2 on: June 10, 2014, 02:55:50 AM »
I've not actually tested it, but func_clip_vphysics can block according to a filter.

https://developer.valvesoftware.com/wiki/Func_clip_vphysics

Perhaps that works for what you want depending on the filter you choose.

Offline Hvcci

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Re: No collide blocks possible?
« Reply #3 on: June 10, 2014, 11:13:51 AM »
Dont know if i got you right but i think ive done sth similar in my map. First ive made a block as func_brush and set toggle to never solid. Then ive dublicated the block and made this one a trigger_teleport with its teleport destination near to the actual trigger (not to close or otherwise the player will glitch between the trigger and the destination ). Then ive made and filter_name which filters for !activator on a trigger_multiple. Now connect the trigger_teleport with the filter and set it on disallow. If the player now trys to go trough the wall (in my case its a wall) without touching the trigger_multiple (a ramp for example) it will look like he just got stopped by the wall. I hope i didnt missunderstood your question \
« Last Edit: June 10, 2014, 08:59:40 PM by Hvcci »