Making a meshbox shoot through on only one side
- ducatiwannabe
- Private First Class
- Posts: 3258
- Joined: Tue Aug 10, 2004 3:55 pm
- Location: Planet Earth
- Contact:
Making a meshbox shoot through on only one side
I know there is a way to make something drivethrough on only one side and shootthrough on only one side and etc...but I can't remember how to do that.
I want a normal meshbox to be able to shoot outward
| <---
|
But not inward
--> |
|
Can somebody please help me?
I want a normal meshbox to be able to shoot outward
| <---
|
But not inward
--> |
|
Can somebody please help me?
-
- Sergeant
- Posts: 250
- Joined: Wed Jan 05, 2005 3:12 pm
I don't believe there's a way to do this with a setting in the material, but you could setup a "physical" method.
Take a look at the center box on the ground at pieinthesky.bettagirl.com (it might be easier to see on the BZF V1.10 version of the map or on my mashup map of pieinthesky and mofo)
It has a 'slot' running around it that is too high for a normal shot to go through with out a precise (and time consuming) jump. Inside the box there's a slight elevation that allows the shots to pass out. I've seen the same techinique on other maps.
If you wanted to hide this feature, you could build your meshbox normally (with shoothrough walls) but then build a second invisible "box" with a slot at the correct hieght.
Take a look at the center box on the ground at pieinthesky.bettagirl.com (it might be easier to see on the BZF V1.10 version of the map or on my mashup map of pieinthesky and mofo)
It has a 'slot' running around it that is too high for a normal shot to go through with out a precise (and time consuming) jump. Inside the box there's a slight elevation that allows the shots to pass out. I've seen the same techinique on other maps.
If you wanted to hide this feature, you could build your meshbox normally (with shoothrough walls) but then build a second invisible "box" with a slot at the correct hieght.
Last edited by temporal distraction on Thu Mar 16, 2006 3:06 pm, edited 1 time in total.
Can't you just use a mesh in the shape of a box? That would be easy.
I have many boxes on my server right now that act that way. They are use in my aquatic map around the bases.
You can shoot through from the inside of the base, but you can't from the outside.
I could send you the code and explain how to use it. It is very simple, I have them in groups. So all you would have to do is.
Or whatever you want. So it would be just like using a meshbox.
I have many boxes on my server right now that act that way. They are use in my aquatic map around the bases.
You can shoot through from the inside of the base, but you can't from the outside.
I could send you the code and explain how to use it. It is very simple, I have them in groups. So all you would have to do is.
Code: Select all
group shootthroughFront
position 0 25 10
size 20 20 10
end
I not just any person, I am person1
- ducatiwannabe
- Private First Class
- Posts: 3258
- Joined: Tue Aug 10, 2004 3:55 pm
- Location: Planet Earth
- Contact:
The thing is, I'm not trying to make a bunker, I'm trying to make a spawn zone. The point of not being able to shoot in is to prevent spawn camping. If you stay at the spawn zone and shoot out at people you're eventually going to be shot from behind on this paticular map because of how often people spawn by you.I don't believe there's a way to do this with a setting in the material, but you could setup a "physical" method.
Take a look at the center box on the ground at pieinthesky.bettagirl.com (it might be easier to see on the BZF V1.10 version of the map or on my mashup map of pieinthesky and mofo)
It has a 'slot' running around it that is too high for a normal shot to go through with out a precise (and time consuming) jump. Inside the box there's a slight elevation that allows the shots to pass out. I've seen the same techinique on other maps.
Yes, person1, that would be great.
And I could change the size to something of a size 25 2 20 or such? I think I about know how to use groups and definitions.
- ducatiwannabe
- Private First Class
- Posts: 3258
- Joined: Tue Aug 10, 2004 3:55 pm
- Location: Planet Earth
- Contact:
- ducatiwannabe
- Private First Class
- Posts: 3258
- Joined: Tue Aug 10, 2004 3:55 pm
- Location: Planet Earth
- Contact:
The thing is it is hollow. It is not a normal pyramid with a texture.
It is like this:
/ \
/ \
Compared to:
//\\
///\\\
It is empty on the inside.
Therefore I still have it drivethrough...but I want it so that if you shoot in the pod you shoot outward. If I make a normal pyramid and make it drivethrough but not shoothrough it makes it too dark on the inside.
It is like this:
/ \
/ \
Compared to:
//\\
///\\\
It is empty on the inside.
Therefore I still have it drivethrough...but I want it so that if you shoot in the pod you shoot outward. If I make a normal pyramid and make it drivethrough but not shoothrough it makes it too dark on the inside.
ok.
I did this with 2 mesh faces each side, it's a bit complicated, and maybe, you've to adapt / change the code:
The Pyramid is completly drivethrough and it's on 15 15 15 and its size is 25 25 25
you have to add "dyncol whatever" to every face in order to add a dynamic color
I did this with 2 mesh faces each side, it's a bit complicated, and maybe, you've to adapt / change the code:
The Pyramid is completly drivethrough and it's on 15 15 15 and its size is 25 25 25
Code: Select all
mesh
Vertex 40 40 15
Vertex 40 -10 15
Vertex -10 -10 15
Vertex -10 40 15
Vertex 15 15 40
face
Vertices 0 1 4
drivethrough
endface
face
Vertices 1 2 4
drivethrough
endface
face
Vertices 2 3 4
drivethrough
endface
face
Vertices 3 0 4
drivethrough
endface
face
Vertices 4 1 0
drivethrough
shootthrough
endface
face
Vertices 4 2 1
drivethrough
shootthrough
endface
face
Vertices 4 3 2
drivethrough
shootthrough
endface
face
Vertices 4 0 3
drivethrough
shootthrough
endface
end
- ducatiwannabe
- Private First Class
- Posts: 3258
- Joined: Tue Aug 10, 2004 3:55 pm
- Location: Planet Earth
- Contact:
- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
If your pod walls have opposing faces, e.g.
(inside) |__| (outside)
then simply make the inside wall shootthrough. The shots will go through first wall (facing inside) because of shootthrough property and since 2nd wall is facing the opposite direction from the shot direction, it will pass right through. For example:
shootthrough face (inside) |__| normal face (outside)
(inside) |__| (outside)
then simply make the inside wall shootthrough. The shots will go through first wall (facing inside) because of shootthrough property and since 2nd wall is facing the opposite direction from the shot direction, it will pass right through. For example:
shootthrough face (inside) |__| normal face (outside)
Louman's right, but I have a better idea code wise:
I hope this helps,
Inferno[/quote]
Code: Select all
meshpyr
drivethrough
position X Y 15
size 25 25 35
end
Inferno[/quote]
- ducatiwannabe
- Private First Class
- Posts: 3258
- Joined: Tue Aug 10, 2004 3:55 pm
- Location: Planet Earth
- Contact:
ok ok:
I can't test it cause I'm on my solaris machine, but It SHOULD work.
Code: Select all
define spawnPyr
mesh
drivethrough
vertex 0 0 1
vertex -1 -1 0
vertex -1 1 0
vertex 1 1 0
vertex 1 -1 0
face
vertices 0 1 2
endface
face
vertices 0 2 3
endface
face
vertices 0 3 4
endface
face
vertices 0 4 1
endface
face
vertices 2 1 0
shootthrough
endface
face
vertices 3 2 0
shootthrough
endface
face
vertices 4 3 0
shootthrough
endface
face
vertices 1 4 0
shootthrough
endface
end
enddef
spawnPyr
position X Y 15
size 25 25 35
end
- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
This is a simple pyramid as I described with 4 sides, 20 meters x 20 meters base and 20 meters high. If you want to use this directly, you can scale your group instance of the object to suit. You can shoot and drive out of this pyramid, but not vice-versa.
- Attachments
-
- spawnpod.bzw
- Mesh & Materials
- (2.21 KiB) Downloaded 210 times
-
- podoutside.jpg
- Spawn Pod - Outside
- (127.94 KiB) Downloaded 97 times
-
- podinside.jpg
- Spawn Pod - Inside
- (128.16 KiB) Downloaded 94 times
- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
Yours would work Inferno, with the following changes:
material
name PyrWalls
addtexture mesh.png
diffuse .75 .75 .75 .25
end
define spawnPyr
mesh
drivethrough
matref PyrWalls # added for transparency
vertex 0 0 1
vertex -1 -1 0
vertex -1 1 0
vertex 1 1 0
vertex 1 -1 0
face
vertices 0 1 2
shootthrough
endface
face
vertices 0 2 3
shootthrough
endface
face
vertices 0 3 4
shootthrough
endface
face
vertices 0 4 1
shootthrough
endface
face
vertices 2 1 0
#shootthrough (removed)
endface
face
vertices 3 2 0
#shootthrough (removed)
endface
face
vertices 4 3 0
#shootthrough (removed)
endface
face
vertices 1 4 0
#shootthrough (removed)
endface
end
enddef
group spawnPyr
position X Y 15
size 25 25 35
end
material
name PyrWalls
addtexture mesh.png
diffuse .75 .75 .75 .25
end
define spawnPyr
mesh
drivethrough
matref PyrWalls # added for transparency
vertex 0 0 1
vertex -1 -1 0
vertex -1 1 0
vertex 1 1 0
vertex 1 -1 0
face
vertices 0 1 2
shootthrough
endface
face
vertices 0 2 3
shootthrough
endface
face
vertices 0 3 4
shootthrough
endface
face
vertices 0 4 1
shootthrough
endface
face
vertices 2 1 0
#shootthrough (removed)
endface
face
vertices 3 2 0
#shootthrough (removed)
endface
face
vertices 4 3 0
#shootthrough (removed)
endface
face
vertices 1 4 0
#shootthrough (removed)
endface
end
enddef
group spawnPyr
position X Y 15
size 25 25 35
end
- ducatiwannabe
- Private First Class
- Posts: 3258
- Joined: Tue Aug 10, 2004 3:55 pm
- Location: Planet Earth
- Contact: