grapen Posted December 29, 2016 Report Posted December 29, 2016 Here's the situation. I have this hedge (below). I need it to tick the following boxes: Block flashbangs Be 100% penetrable Block LoS for bots and player names 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. Quote
Squad Posted December 29, 2016 Report Posted December 29, 2016 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. leplubodeslapin and grapen 2 Quote
grapen Posted December 30, 2016 Author Report Posted December 30, 2016 (edited) 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! Edited December 30, 2016 by grapen Vaya and Squad 2 Quote
leplubodeslapin Posted December 30, 2016 Report Posted December 30, 2016 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. Quote
onebit Posted December 30, 2016 Report Posted December 30, 2016 The vent in cs_alley blocks flashes, so you could look into that. Quote
Squad Posted December 30, 2016 Report Posted December 30, 2016 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? 1 hour ago, onebit said: The vent in cs_alley blocks flashes, so you could look into that. But it doesn't block bullets. Quote
Puddy Posted December 30, 2016 Report Posted December 30, 2016 It's so nice watching the community come together to solve problems! Personally I have no idea. El_Exodus 1 Quote
leplubodeslapin Posted December 30, 2016 Report Posted December 30, 2016 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 Did it work ? Quote
clankill3r Posted December 30, 2016 Report Posted December 30, 2016 I opened an issue. It probably won't help but who knows... https://github.com/ValveSoftware/csgo-osx-linux/issues/1278 Quote
Squad Posted December 30, 2016 Report Posted December 30, 2016 40 minutes ago, leplubodeslapin said: Probably not but i know it works and it should reduce drasticaly the loss already 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 1 Quote
leplubodeslapin Posted December 30, 2016 Report Posted December 30, 2016 (edited) @Squad@grapen@onebit@clankill3r@Puddy Edited December 30, 2016 by leplubodeslapin tomm, Squad and Lizard 3 Quote
grapen Posted December 30, 2016 Author Report Posted December 30, 2016 (edited) Awww yeah! Thanks guys, I'll credit all the random, bullshit one taps through the hedge to you, 50% of players will love it Edited December 30, 2016 by grapen Squad 1 Quote
blackdog Posted December 30, 2016 Report Posted December 30, 2016 (edited) 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?) Edited December 30, 2016 by blackdog Quote
grapen Posted December 30, 2016 Author Report Posted December 30, 2016 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. Quote
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