Radix 593 Report post Posted February 11, 2015 It's probably just this: They are the same in Counter-Strike with the added benefit of clip in preventing the nav meshes from overflowing outside the clip brushes. For this reason, use only clip brushes (unless you want to manually delete nav areas from the non playable area when using player clips) Or maybe it just doesn't work as intended... That's what I found out: Well, humans=chickens>bots 1 leplubodeslapin reacted to this Quote Share this post Link to post Share on other sites
Squad 2,754 Report post Posted February 11, 2015 Pretty sure blockbullets also blocks nades and works similar to a nodraw brush (but due to the way bullet penetration works in csgo neither of these will unconditionally block bullets unless the brush is thick enough!) Blockbullets blocks nades ... and that's about it. You shouldn't use it to block bullets. It's either very buggy, or it simply doesn't work. Quote Share this post Link to post Share on other sites
El_Exodus 1,372 Report post Posted February 11, 2015 Pretty sure blockbullets also blocks nades and works similar to a nodraw brush (but due to the way bullet penetration works in csgo neither of these will unconditionally block bullets unless the brush is thick enough!) Blockbullets blocks nades ... and that's about it. You shouldn't use it to block bullets. It's either very buggy, or it simply doesn't work. Isn't it dependent on the thickness of the brush? Quote Share this post Link to post Share on other sites
Squad 2,754 Report post Posted February 11, 2015 For regular brushes/func_detail it's dependant on the thickness and the material that is applied to it, afaik. But the blockbullets doesn't work like they should. The name suggests it block bullets, so thickness shouldn't even matter for in this case. 2 Vaya and hamilton5 reacted to this Quote Share this post Link to post Share on other sites
spence 161 Report post Posted February 11, 2015 (edited) In my experience it depends on the thickness of the brush, but I've never really done any objective tests to determine this. It's very possible that in the instances it has worked for me it has been a fluke The name is definitely misleading, though, it won't block bullets unless the brush already meets the criteria for blocking bullets via the bullet penetration system (as with any other world brush) Edited February 11, 2015 by spence Quote Share this post Link to post Share on other sites
El_Exodus 1,372 Report post Posted February 11, 2015 But the blockbullets doesn't work like they should. The name suggests it block bullets, so thickness shouldn't even matter for in this case. Yeah, you're right. It would be nice, if Valve would fix this. Quote Share this post Link to post Share on other sites
hamilton5 34 Report post Posted February 27, 2015 (edited) valve does it... FMPONE does it... I'm so confused. Edited November 3, 2015 by hamilton5 Quote Share this post Link to post Share on other sites
El_Exodus 1,372 Report post Posted February 27, 2015 Player Clip OP Quote Share this post Link to post Share on other sites
Vaya 3,435 Report post Posted February 27, 2015 easier to view in hammer? if you use Red for all the smoothing clips and purple for all the boost-stopping clips... Quote Share this post Link to post Share on other sites
Klems 469 Report post Posted February 27, 2015 (edited) I've used blockbullets and it works the way it should (it blocks all bullets, duh). It was inside a normal func_detail to make it impenetrable though. EDIT: I've retested properly and it doesn't seem to work. I think you can block bullets with a nodraw brush though but i'm not sure. If the bullet enter a proper material but exit through a nodraw surface it won't penetrate. Player clip and clip both block the bomb for obvious reasons. If you want to block the bomb but not players you can use a func_clipvphysics, but be careful you can't get the bomb stuck. Edited February 27, 2015 by Klems Quote Share this post Link to post Share on other sites
hamilton5 34 Report post Posted November 3, 2015 (edited) I still don't have a definitive answer why this is done. And what a shame my pictures are gone:(edit: pictures were there, just had to be resubmitted to the thread.. why player clip in this area only? Edited November 3, 2015 by hamilton5 1 El_Exodus reacted to this Quote Share this post Link to post Share on other sites
Skybex 645 Report post Posted November 5, 2015 I suspect its just a case of typing "clip" in the texture browser and picking a different one by mistake. Then not changing it later because it doesn't really matter. 2 Vaya and hamilton5 reacted to this Quote Share this post Link to post Share on other sites
FMPONE 5,979 Report post Posted November 6, 2015 to allow throwing bomb through the playerclip is the answer 2 El_Exodus and Vaya reacted to this Quote Share this post Link to post Share on other sites
El_Exodus 1,372 Report post Posted November 6, 2015 Whaaat? This is a thing? I always thought player clips are blocking the bomb aswell Always learning something new.. Quote Share this post Link to post Share on other sites
tomm 1,207 Report post Posted November 6, 2015 I think bots are ignoring player clip, they can often get stuck trying to get through. 1 El_Exodus reacted to this Quote Share this post Link to post Share on other sites