To make a stair that would splash properly all you need to do is combine two objects(?) that are very common in jump - phase and playerclip.
For those who don't play jump often, phase is a type of wall that players can move through unhindered but rockets splash them and can also splash through them. Playerclip basically the opposite - and are used in competitive maps equally to jump maps - to prevent players from going out of bounds.
If you were to create a ramp out of playerclip, and then another ramp in the exact same place out of phase, you could effectively make ramps and stairs that splash sensibly.
Discuss my idea pls
To make a stair that would splash properly all you need to do is combine two objects(?) that are very common in jump - phase and playerclip.
For those who don't play jump often, phase is a type of wall that players can move through unhindered but rockets splash them and can also splash through them. Playerclip basically the opposite - and are used in competitive maps equally to jump maps - to prevent players from going out of bounds.
If you were to create a ramp out of playerclip, and then another ramp in the exact same place out of phase, you could effectively make ramps and stairs that splash sensibly.
Discuss my idea pls
pretty sure blockbullets does both, more of a hinder would be actually updating all maps to some standard
pretty sure blockbullets does both, more of a hinder would be actually updating all maps to some standard
While i'm in a thread with people who understand this type of stuff, is this kind of design why some rockets do no damage and cause no push force and sometimes don't even make any noise when you try to rocket jump in some areas?
While i'm in a thread with people who understand this type of stuff, is this kind of design why some rockets do no damage and cause no push force and sometimes don't even make any noise when you try to rocket jump in some areas?
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made on phone quickly, but it should give you some idea, blue areas are damage zones, red is rocket impact
if you click m1 and m2 the rocket wont make any sound, but its clientside only
[spoiler][img]https://i.imgur.com/zq8l9Vb_d.webp?maxwidth=640&shape=thumb&fidelity=medium[/img][/spoiler]
made on phone quickly, but it should give you some idea, blue areas are damage zones, red is rocket impact
if you click m1 and m2 the rocket wont make any sound, but its clientside only
riotbzDiscuss my idea pls
im losing braincells reading this. its been known for a long long time that blockbullet fixes it. no need to act like you are a secret genius or something.
[quote=riotbz]Discuss my idea pls[/quote]
im losing braincells reading this. its been known for a long long time that blockbullet fixes it. no need to act like you are a secret genius or something.
Collaideim losing braincells reading this. its been known for a long long time that blockbullet fixes it. no need to act like you are a secret genius or something.
relax.
Anyways, most maps deal with this by using a blockbullets brush. if you use "r_drawclipbrushes 1", you'll probs find that most stairs don't look clipped. This is because it's using a blockbullets brush which doesn't show when using "r_drawclipbrushes 1".
I haven't heard of using phase+player clip but I feel that it's unnecessary.
[quote=Collaide]im losing braincells reading this. its been known for a long long time that blockbullet fixes it. no need to act like you are a secret genius or something.[/quote]
relax.
Anyways, most maps deal with this by using a blockbullets brush. if you use "r_drawclipbrushes 1", you'll probs find that most stairs don't look clipped. This is because it's using a blockbullets brush which doesn't show when using "r_drawclipbrushes 1".
I haven't heard of using phase+player clip but I feel that it's unnecessary.
The reason that phase walls can be shot with rockets but don't collide with players is because the operative part of the wall is a func_physbox_multiplayer.
The reason that explosions radiate through phase walls is because the texture .vmt (usually Metal/metalgrate011a) has
"%compilepassbullets" 1
Each "phase wall" is usually a physbox with physics disabled, textured with metalgrate011a, with render mode set to none. On top of that physbox is a func_illusory with the desired texture.
The physbox is both the source of many hammer problems and completely irrelevant to any uses in 6s maps since there isn't much need for walls that block rockets but not players.
It might be fun to play around with walls that don't block explosions, but they would need to be very clearly indicated since players wouldn't expect it.
Also clipping stairs with blockbullets (or just making actual ramps, adding rendermode:none ramps, etc) for stairs is much simpler, easier, and is already done on pretty much all maps for a few years. If you notice rockets getting annoyingly eaten in any actively developed maps, you should report it to the dev and they'll probably fix it.
The reason that phase walls can be shot with rockets but don't collide with players is because the operative part of the wall is a func_physbox_multiplayer.
The reason that explosions radiate through phase walls is because the texture .vmt (usually Metal/metalgrate011a) has
[code]"%compilepassbullets" 1[/code]
Each "phase wall" is usually a physbox with physics disabled, textured with metalgrate011a, with render mode set to none. On top of that physbox is a func_illusory with the desired texture.
The physbox is both the source of many hammer problems and completely irrelevant to any uses in 6s maps since there isn't much need for walls that block rockets but not players.
It might be fun to play around with walls that don't block explosions, but they would need to be very clearly indicated since players wouldn't expect it.
Also clipping stairs with blockbullets (or just making actual ramps, adding rendermode:none ramps, etc) for stairs is much simpler, easier, and is already done on pretty much all maps for a few years. If you notice rockets getting annoyingly eaten in any actively developed maps, you should report it to the dev and they'll probably fix it.
Also one thing that struck me when i played quake (after tf2) is that maps make use of floors where rockets can pass through but not players, ive always wondered why that was not experimented with in tf2
Also one thing that struck me when i played quake (after tf2) is that maps make use of floors where rockets can pass through but not players, ive always wondered why that was not experimented with in tf2
TwiggyAlso one thing that struck me when i played quake (after tf2) is that maps make use of floors where rockets can pass through but not players, ive always wondered why that was not experimented with in tf2
probably because it's not fun to take damage from something you can't see coming???
[quote=Twiggy]Also one thing that struck me when i played quake (after tf2) is that maps make use of floors where rockets can pass through but not players, ive always wondered why that was not experimented with in tf2[/quote] probably because it's not fun to take damage from something you can't see coming???
riotbzIf you were to create a ramp out of playerclip, and then another ramp in the exact same place out of phase, you could effectively make ramps and stairs that splash sensibly.
Ah yes, a simple playerclip glidestep powerbounce telehop phasepogo quint would be the solution I'd go for, but yours could work as well.
[quote=riotbz]
If you were to create a ramp out of playerclip, and then another ramp in the exact same place out of phase, you could effectively make ramps and stairs that splash sensibly.
[/quote]
Ah yes, a simple playerclip glidestep powerbounce telehop phasepogo quint would be the solution I'd go for, but yours could work as well.
tldr
[img]https://i.imgur.com/o1lkTbu.png[/img]
CollaideTwiggyAlso one thing that struck me when i played quake (after tf2) is that maps make use of floors where rockets can pass through but not players, ive always wondered why that was not experimented with in tf2
probably because it's not fun to take damage from something you can't see coming???
hes talking about stuff like grates, you can still see through the rockets coming lmao
[quote=Collaide][quote=Twiggy]Also one thing that struck me when i played quake (after tf2) is that maps make use of floors where rockets can pass through but not players, ive always wondered why that was not experimented with in tf2[/quote] probably because it's not fun to take damage from something you can't see coming???[/quote]
hes talking about stuff like grates, you can still see through the rockets coming lmao
yes grates I did not know the word thank you dbk
I dunno, it could be a way to give an edge to soldier if one feels the game is too centered on scout
yes grates I did not know the word thank you dbk
I dunno, it could be a way to give an edge to soldier if one feels the game is too centered on scout
TwiggyAlso one thing that struck me when i played quake (after tf2) is that maps make use of floors where rockets can pass through but not players, ive always wondered why that was not experimented with in tf2
closest thing to this is the grates on gullywash. Some of the best med-picks i've ever seen have happened through that.
[quote=Twiggy]Also one thing that struck me when i played quake (after tf2) is that maps make use of floors where rockets can pass through but not players, ive always wondered why that was not experimented with in tf2[/quote]
closest thing to this is the grates on gullywash. Some of the best med-picks i've ever seen have happened through that.
dbkCollaideTwiggyAlso one thing that struck me when i played quake (after tf2) is that maps make use of floors where rockets can pass through but not players, ive always wondered why that was not experimented with in tf2
probably because it's not fun to take damage from something you can't see coming???
hes talking about stuff like grates, you can still see through the rockets coming lmao
ah well, then its because of consistency. you can't shoot through any grates on any official map which makes it unclear for players which ones they can shoot through, and on which maps. bad game design basically
[quote=dbk][quote=Collaide][quote=Twiggy]Also one thing that struck me when i played quake (after tf2) is that maps make use of floors where rockets can pass through but not players, ive always wondered why that was not experimented with in tf2[/quote] probably because it's not fun to take damage from something you can't see coming???[/quote]
hes talking about stuff like grates, you can still see through the rockets coming lmao[/quote]
ah well, then its because of consistency. you can't shoot through any grates on any official map which makes it unclear for players which ones they can shoot through, and on which maps. bad game design basically
yeah i can see why this would confuse players.
which grates on gullywash are you talking about? the holes under mid?
yeah i can see why this would confuse players.
which grates on gullywash are you talking about? the holes under mid?