Acrobat Posted August 20, 2016 Posted August 20, 2016 Loda told me something in playerclip or something will stop the wallgrab?
ensiform Posted August 21, 2016 Posted August 21, 2016 Don't think there is one unless you make a playerclip brush that is slightly away from the wall so the player can't actually reach it.
Lazarus Posted August 22, 2016 Posted August 22, 2016 textures/system/clip { qer_trans 0.5 surfaceparm noimpact surfaceparm nomarks surfaceparm nodraw surfaceparm nonsolid surfaceparm nonopaque surfaceparm playerclip surfaceparm monsterclip surfaceparm trans q3map_nolightmap } I dont have anything that is called player clip (player block does exist) but maybe I can shed some light on this. Playerclip is a surface paramater, thus everything that clips for a player surfaceparm playerclip Blocks player movement through a nonsolid texture. Other game world entities can pass through a brush marked playerclip. The intended use for this is to block the player but not block projectiles like rockets. This keyword is found in "common/clip" so you shouldn't need to specify this. Design Notes: playerclip is often useful for "smoothing" out the geometry of the map, preventing the player from snagging on objects. It is also used in open sky areas of maps, preventing the player from flying too high and seeing the "Hall of Mirrors" effect at the bottom of the cloud layer. Since on itself, as you read cannot block a grab wall, since it will pass through, as described.
Acrobat Posted February 8, 2017 Author Posted February 8, 2017 Well Loda has a solution to this he used. He said just use a clip brush but it can't be like one grid from the surface. I had already tried 1 or two grids thinking the clip shader failed at stopping it. But I then put it at his suggestion of 16 grids, and the clip shader did indeed stop the wall grab feature in jka at that distance. I only did it to my skybox so ppl could not wallgrab the skybox. Oddly they can still do the vertical wall run on it just not the grabs.
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