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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: One way Wall
rEdrUmMDK
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Since: May 29, 2002
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Category: SoFII Mapping
Posted: Wednesday, Jun. 26, 2002 04:20 pm
Is it possible to make a wall that you can pass through in one direction only?
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foyleman
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Posted: Wednesday, Jun. 26, 2002 04:30 pm
I dont think its possible
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rEdrUmMDK
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Category: SoFII Mapping
Posted: Wednesday, Jun. 26, 2002 04:40 pm
You know when you load the tools. Could you select only one face of the brush and apply. Don't know what tool. Then on the other side apply normal texture. Will have to try that this evening.

Thanks
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foyleman
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Category: SoFII Mapping
Posted: Wednesday, Jun. 26, 2002 04:51 pm
I don't know that this idea could actually work.

In SOF1, you couldn't even make a one-way mirror because the solid texture would interfere with the transparent one.

In SOF2, I noticed that on fences, if the wall is thick enough, you can see the fence texture on the opposite side as if there where 2 fences. This makes me think that a texture on one brush face will effect the entire brush properties.
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rEdrUmMDK
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Posted: Wednesday, Jun. 26, 2002 05:00 pm
Okay. What I was wanting to do is make a one way passage. Once you were out the only way to get back in was to get fragged and respawn.
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foyleman
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Posted: Wednesday, Jun. 26, 2002 05:03 pm
the best I can think of is to create an area that the player cannot jump out of.
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rEdrUmMDK
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Posted: Wednesday, Jun. 26, 2002 05:10 pm
Yeah I thought of that. Like set it up where they could not jump up and get back in. Don't know if SOF2 MP supports Portals or not.
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N
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Since: Jun 14, 2002
Posts: 226
Last: Jan 26, 2005
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Category: SoFII Mapping
Posted: Wednesday, Jun. 26, 2002 06:22 pm
I know you can make 'one way mirrors' -- but having a one way through brush doesn't seem like it would work...

I think you could do it in the SeriousEditor -- but the Q3 engine/Radiant doesn't seem to have as much control over individual faces of a brush?

If you figure this out, share the wealth. :D
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brutus_
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Category: SoFII Mapping
Posted: Wednesday, Jun. 26, 2002 08:35 pm
Consider this route instead if feasible:

create a wall as normal, then assign func_door.
Create a trigger point before the door and link them.

When the player hits the trigger the door will open, but since there is no trigger on the other side, that player is stuck either till he gets fragged or someone else hits the trigger..

Make the trigger really small, like one unit deep so that the likeliness of the player standing "in" the trigger is reduced. If you stand in a door trigger then it moves partly, goes back, moves again, moves back etc
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foyleman
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Category: SoFII Mapping
Posted: Wednesday, Jun. 26, 2002 08:46 pm
as far as I know... no one has gotten doors to work properly in multiplayer.

....and does anyone know about buttons in multiplayer?
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