[SOLVED] Mapping: Move permeable wall upon trigger - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Support (https://forums.xonotic.org/forumdisplay.php?fid=3) +--- Forum: Xonotic - Help & Troubleshooting (https://forums.xonotic.org/forumdisplay.php?fid=4) +--- Thread: [SOLVED] Mapping: Move permeable wall upon trigger (/showthread.php?tid=8571) |
Mapping: Move permeable wall upon trigger - stingray300k - 05-22-2021 I'm new to mapping and trying get a "forcefield-style" effect (right now: a brush textured with effects_forcefield/forcefield1_a) to move linearly upon activation of a trigger. This effect should be permeable for players, so I've made the brush into a func_clientillusionary entity. From what I understand, the standard way of getting it to move is to place a func_door (with lip adjusted to the distance one wants it to travel) and make the entity that should be moved follow it using misc_follow. I've tried this for other entities and it worked fine for some of them (e.g. trigger_hurt), but it doesn't seem to work for func_clientillusionary. In NetRadiant's description of misc_follow, it says "Will not work with all entities", so where can I find a list of which entities it will work with? Also any suggestions on what else to use instead of func_clientillusionary would be appreciated! Thanks in advance! A minimal reproducible example .map file is attached (just rename from .txt to .map). RE: Mapping: Move permeable wall upon trigger - _para - 05-22-2021 try a trigger_impulse or trigger_push you can attach them to a door via misc_follow RE: Mapping: Move permeable wall upon trigger - stingray300k - 05-22-2021 I meant just the visual effect of looking like a futuristic "force field", transparent with some glowy stuff about (hence effects_forcefield/forcefield1_a shader), not the physical concept of an actual force field. Sorry, should've been clearer about that. All I'm looking for is a player-permeable brush entity I can move in the way described. But I did some more searching around and apparently I could just use a model instead of a brush and it would be permeable by default? That would work I guess. RE: Mapping: Move permeable wall upon trigger - _para - 05-24-2021 a model would work or texturize one surface of the door with common/nodrawnonsolid(a side you wont see anyways) then the whole brush will be nonsolid RE: Mapping: Move permeable wall upon trigger - Julius - 05-25-2021 From what I see the shader is solid: Code: textures/effects_forcefield/forcefield1_a Use your own copy of that shader in your map and then edit it adding this directive: surfaceparm nonsolid P.D.: Yes, models are nonsolid. - RE: Mapping: Move permeable wall upon trigger - stingray300k - 05-26-2021 Oh I see, thanks a lot! |