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[CSGO] Block flashbangs WHILE being 100% penetrable?

  • grapen
  • December 29, 2016 at 4:52 PM
  • grapen
    • December 31, 2016 at 1:08 PM
    • #21
    Quote from Squad

    1 hour ago, Squad said: 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?

    Fair point! Had not considered a fence like that. My issue is likely unique to foliage. The 0.1 unit nodraw is good enough, though a bit finicky to work with when adding many of them. A tooltex would be cool but unlikely to ever happen.

    EDIT: I just finished compiling, the 0.1 unit nodraw was culled by hammer (warning came when I reopened the map) and didn't work when rotated 45 degrees. Will need to do some more testing. Definitely finicky :P

  • Squad
    • December 31, 2016 at 1:43 PM
    • #22

    Try using instances for the 0.1 unit brushes (easier to place many of them and might turn out less iffy), especially when rotating them.

  • text_fish
    • December 31, 2016 at 3:05 PM
    • #23

    This is a confusing conversation, because as far as I can tell the definition of "a flashbang" is changing between:

    1) The projectile

    2) The flash/blinding effect

    As far as I interpret it, Grapen wants to block both the projectile and the flash effect, but I think one or more people are only considering one definition, which is the source of the confusion over whether the game is bugged or not.


    I think.


    Maybe.

  • wylde
    • January 3, 2017 at 4:51 PM
    • #24

    So I am a little late to the party, and I can't experiment with this myself right now, but what would happen if instead of a func_detail nodraw and grenade clip combo, you tried a func_brush nodraw with the solidity set to 0 and grenade clip + player clip combo?

    In theory, func_brush with 0 solidity is

    • 100% penetrable
    • blocks LOS for bots/names (I'm hoping)
    • blocks the flash effect of flashbangs (I'm assuming)

    and grenade clip + player clip obviously

    • bounces nades
    • blocks players

    **To clarify, by 0 solidity I actually mean 1: Never Solid.**

  • Squad
    • January 3, 2017 at 6:06 PM
    • #25

    It doesn't block the flashbang effect.

  • grapen
    • January 3, 2017 at 8:39 PM
    • #26

    Yep, it's pretty much concluded at this point that there has to be bullet collision for the blinding effect to be blocked.

    Best and only solution is a 0.1 unit thick func_detail nodraw brush. It blocks bullets but let's all the damage through.

  • Lizard
    • January 3, 2017 at 10:17 PM
    • #27

    I did a small test and a func_brush with "Don't Render" Render mode blocks flashes completely. Grenade and the effect.[Blocked Image: http://i.imgur.com/AYLiKni.png] And its penetrable[Blocked Image: http://i.imgur.com/lqBuiI8.png]

  • Squad
    • January 3, 2017 at 10:21 PM
    • #28

    Neat. What about the solidity?

  • Lizard
    • January 3, 2017 at 10:23 PM
    • #29
    Quote from Squad

    3 minutes ago, Squad said: Neat. What about the solidity?

    It will block player if that's what you mean.

  • Squad
    • January 3, 2017 at 10:32 PM
    • #30
    Quote from Lizard

    2 minutes ago, Lizard said: It will block player if that's what you mean.

    Sorry, I meant what setting does the solidity parameter needs to be for it to work?

    [Blocked Image: http://i.imgur.com/HXiYshH.jpg]

  • Lizard
    • January 3, 2017 at 10:34 PM
    • #31
    Quote from Squad

    3 minutes ago, Squad said: Sorry, I meant what setting does the solidity parameter needs to be for it to work?

    [Blocked Image: http://i.imgur.com/HXiYshH.jpg]

    Ekhm ... I used the default one :D So Toggle is fine The only thing I changed was the render mode.

  • grapen
    • January 3, 2017 at 10:52 PM
    • #32
    Quote from Lizard

    28 minutes ago, Lizard said: I did a small test and a func_brush with "Don't Render" Render mode blocks flashes completely. Grenade and the effect.

    I'm not able to make it work, I copied the settings in your screenshot and tried 'toggle', 'never solid', 'always solid' inputs in the Solidity setting. Is there anything else I'm missing?

  • Lizard
    • January 3, 2017 at 11:03 PM
    • #33
    Quote from grapen

    9 minutes ago, grapen said: I'm not able to make it work, I copied the settings in your screenshot and tried 'toggle', 'never solid', 'always solid' inputs in the Solidity setting. Is there anything else I'm missing?

    what do you mean by "not working" does it render? Like I said before, I only changed the render mode. Also set fx amount to 0 but this should not be the issue.

  • MadMax
    • January 4, 2017 at 4:00 AM
    • #34

    Away from my PC right now so I can't check, but func_blocklight used to block the flashbang effect. Might still, give it a shot!

  • grapen
    • January 4, 2017 at 6:44 AM
    • #35
    Quote from Lizard

    8 hours ago, Lizard said: what do you mean by "not working" does it render? Like I said before, I only changed the render mode. Also set fx amount to 0 but this should not be the issue.

    Blocks bullets, let's flashbang effect through:

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

    Quote from MadMax

    3 hours ago, MadMax said: Away from my PC right now so I can't check, but func_blocklight used to block the flashbang effect. Might still, give it a shot!

    I think I've tried it before, but I'll have to do it again.

  • Lizard
    • January 4, 2017 at 8:41 AM
    • #36

    https://www.youtube.com/watch?v=qfALo2FuUDg&feature=youtu.be

    Is this what you are trying to achieve? @grapen

  • grapen
    • January 4, 2017 at 9:22 AM
    • #37
    Quote from Lizard

    40 minutes ago, Lizard said: https://www.youtube.com/watch?v=qfALo2FuUDg&feature=youtu.be

    Is this what you are trying to achieve? @grapen

    No idea, video is unavailable :D

  • Lizard
    • January 4, 2017 at 9:23 AM
    • #38
    Quote from grapen

    1 minute ago, grapen said: No idea, video is unavailable :D

    Check it now. Should work :)

  • grapen
    • January 4, 2017 at 9:34 AM
    • #39
    Quote from Lizard

    5 minutes ago, Lizard said: Check it now. Should work :)

    Well, almost, the func_brushes block a lot of damage in the video. The effect diminishes with a thinner brush, though that would be the same as the 0.1 unit func_detail nodraw. Either way works as long as it's thin as hell.

  • Lizard
    • January 4, 2017 at 9:56 AM
    • #40
    Quote from grapen

    24 minutes ago, grapen said: Well, almost, the func_brushes block a lot of damage in the video. The effect diminishes with a thinner brush, though that would be the same as the 0.1 unit func_detail nodraw. Either way works as long as it's thin as hell.

    Cool :)

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