1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

[CSGO] Block flashbangs WHILE being 100% penetrable?

  • grapen
  • December 29, 2016 at 4:52 PM
  • grapen
    • December 29, 2016 at 4:52 PM
    • #1

    Here's the situation. I have this hedge (below). I need it to tick the following boxes:

    1. Block flashbangs
    2. Be 100% penetrable
    3. Block LoS for bots and player names
    4. Bounce nades

    I can't seem to make 1 and 2 work together. If I give the prop a thin collision mesh with grass as surfaceprop, it's going to soak a whole bunch of damage, more than the player would probably expect. It does all the rest though. A nodraw func_detail on the other hand will do everything except block flashbangs. Please tell me there's a simple solution to this that I've missed? I've gone through all the tooltextures to no avail. Worst case scenario is that I go with collision mesh.

    The content cannot be displayed because it is no longer available.

  • Squad
    • December 29, 2016 at 11:48 PM
    • #2

    I made a test map to try out some things myself (many you probably tried too). The closest I got to what you need is a 1 unit func_detail covered with nodraw (combined with a grenade clip brush to bounce of nades). It does everything, except it's around 50% penetrable.

    I'm guessing that the ability of an entity/tool texture/whatever to block flashbangs is directly linked to its solidity.

  • grapen
    • December 30, 2016 at 6:44 AM
    • #3
    Quote from Squad

    6 hours ago, Squad said: I made a test map to try out some things myself (many you probably tried too). The closest I got to what you need is a 1 unit func_detail covered with nodraw (combined with a grenade clip brush to bounce of nades). It does everything, except it's around 50% penetrable.

    I'm guessing that the ability of an entity/tool texture/whatever to block flashbangs is directly linked to its solidity.

    This sure seems to be the most viable solution. I found these numbers (roughly) in terms of penetration, within falloff distance for a 1 unit nodraw:

    P2000 - 47% loss M4A4 - 25% loss Deagle - 25% loss AWP - 20% loss

    Meanwhile, grass or dirt stops 68% of the P2000 damage. Thanks, case closed! :)

  • leplubodeslapin
    • December 30, 2016 at 1:04 PM
    • #4

    Maybe you could try to make the noclip wall even thinner than 1 unit.

    For that, select your brush, press CTRL + M, change the Scale and put 0.25 in the appropriate direction (the direction of the thickness) and 1 to the two other axes. Your wall should then be 0.25 unit thick, and since bullet penetration is calculated with continuous mathematical functions, it should reduce the loss.

  • onebit
    • December 30, 2016 at 1:07 PM
    • #5

    The vent in cs_alley blocks flashes, so you could look into that.

  • Squad
    • December 30, 2016 at 2:12 PM
    • #6
    Quote from leplubodeslapin

    1 hour ago, leplubodeslapin said: Maybe you could try to make the noclip wall even thinner than 1 unit.

    For that, select your brush, press CTRL + M, change the Scale and put 0.25 in the appropriate direction (the direction of the thickness) and 1 to the two other axes. Your wall should then be 0.25 unit thick, and since bullet penetration is calculated with continuous mathematical functions, it should reduce the loss.

    You're right. I gave that a shot as well, but forgot to mention it. Is 0.25 the thinnest you can do without crashing the compiler?

    Quote from onebit

    1 hour ago, onebit said: The vent in cs_alley blocks flashes, so you could look into that.

    But it doesn't block bullets.

  • Puddy
    • December 30, 2016 at 2:18 PM
    • #7

    It's so nice watching the community come together to solve problems!

    Personally I have no idea.

  • leplubodeslapin
    • December 30, 2016 at 2:43 PM
    • #8
    Quote from Squad

    30 minutes ago, Squad said: You're right. I gave that a shot as well, but forgot to mention it. Is 0.25 the thinnest you can do without crashing the compiler?

    Probably not but i know it works and it should reduce drasticaly the loss already :P

    Did it work ?

  • clankill3r
    • December 30, 2016 at 3:15 PM
    • #9

    I opened an issue. It probably won't help but who knows...

    https://github.com/ValveSoftware/csgo-osx-linux/issues/1278

  • Squad
    • December 30, 2016 at 3:27 PM
    • #10
    Quote from leplubodeslapin

    40 minutes ago, leplubodeslapin said: Probably not but i know it works and it should reduce drasticaly the loss already :P

    Did it work ?

    I tried a 0.1 think brush and its impact on penetration is marginally or even non-existant. In fact, it doesn't even show an impact (sv_showimpacts 1). Only tried with a USP-S though.

    It still blocks a flashbang just fine, so seems like we found a solution :) *highfives @leplubodeslapin*

  • leplubodeslapin
    • December 30, 2016 at 3:34 PM
    • #11

    @Squad@grapen@onebit@clankill3r@Puddy

    [Blocked Image: http://i.imgur.com/CGXBzoW.gif]

  • Squad
    • December 30, 2016 at 4:03 PM
    • #12

    [Blocked Image: http://0.media.collegehumor.cvcdn.com/46/28/291cb0abc0c99142aace1353dc12b755-car-race-high-five.gif]

  • grapen
    • December 30, 2016 at 4:47 PM
    • #13

    Awww yeah! Thanks guys, I'll credit all the random, bullshit one taps through the hedge to you, 50% of players will love it :D

  • blackdog
    • December 30, 2016 at 7:13 PM
    • #14

    So I don't have the chance to try this and never got to this refinement phase in a map… but reading the tools texture wiki, you would think you should achieve this creating a

    grenade_clip brush

    +

    clip or player_clip

    does this not work? (Why?)

  • grapen
    • December 30, 2016 at 9:36 PM
    • #15
    Quote from blackdog

    2 hours ago, blackdog said: So I don't have the chance to try this and never got to this refinement phase in a map… but reading the tools texture wiki, you would think you should achieve this creating a

    grenade_clip brush

    +

    clip or player_clip

    does this not work? (Why?)

    Clips won't block the blind effect of flashbangs. For regular clip this is reasonable, considering they are everywhere. Grenadeclip however is so niché that I'd say it would be reasonable for it to block flashes. But it just doesn't.

  • blackdog
    • December 30, 2016 at 11:27 PM
    • #16

    Oh ok, so the problem is that the tool texture is "bugged"… good to find a workaround but Valve should fix it then.

    hopefully they'll read what clan killer posted.

    Is it not possible to configure the collision mesh to let bullets through without absorbing power?

  • Squad
    • December 30, 2016 at 11:37 PM
    • #17

    The grenade clip texture is not bugged imo. Why should it block flashbangs?

  • grapen
    • December 30, 2016 at 11:44 PM
    • #18

    Its purpose is to bounce grenades physics, unlike clip that only blocks players and the bomb, so it's working as intended. Though I'd consider it reasonable if it blocked flashbangs as well considering how niché it is. There might be a scenario where this would be bad but I can't think of any.

  • blackdog
    • December 31, 2016 at 10:59 AM
    • #19

    Sorry I'm getting confused, is it blocking a flash bang grenade, bouncing it back, or not? @grapen Are you complaining that the flash gets through (explosion)

    cos in the second case, like Squad, I wouldn't think it's bugged. But I'd expect the nade to bounce back.

    Bottom line though, seems to me there should be more control over the collision mesh, we should have checkboxes to tick like "bullets pass through" "grenade pass through", a custom value to input how much power from bullets is absorbed etc.

  • Squad
    • December 31, 2016 at 11:41 AM
    • #20

    Grenade Clip does exactly what it says it does (unlike Block Bullets :p): it bounces grenades, but doesn't blok flashbangs.

    Quote from grapen

    11 hours ago, grapen said: There might be a scenario where this would be bad but I can't think of any.

    A chain link fence. Can you think of a scenario where it should block flashbangs and there is no alternative way to set it up?

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. How to Use a Free Kundali Maker for Accurate Future Predictions

    astr09
    July 23, 2026 at 6:35 AM
  2. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  3. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  4. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  5. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  6. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  7. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  8. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  9. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  10. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM

Users Viewing This Thread

  • 3 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™