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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Shoot through doors
Dizzypaint
General Member
Since: Jan 1, 2005
Posts: 12
Last: Jan 3, 2007
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Level 1
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 3, 2007 12:12 am
In one of the tutorials on making doors for CoD/CoDUO the 'func_rotate' approach is used. During the tutorial, the comment is made to the effect that "in game any brush using func_rotate can be shot through."

So that raises the question, having used the approach in CoD2 of creating doors as brush scripts that use scripted rotation, how do I configure my doors, or anything else, so they can be shot through?
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cybershot
General Member
Since: Dec 29, 2005
Posts: 944
Last: Mar 4, 2018
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Level 7
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 3, 2007 04:14 am
why would you want your doors to be shot through? are you talking about if someone is in the process of walking through it they can be shot, or if it is closed and someone is on the other side, you want them to get shot? you can make any brush not solid by right clicking on the 2d grid and choosing make non-colliding..that will make it so that everything can pass through it. then maybe put a player clip around the door and make it part of your script_brushmodel so the player can't walk through the door.
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Dizzypaint
General Member
Since: Jan 1, 2005
Posts: 12
Last: Jan 3, 2007
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Level 1
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 3, 2007 05:43 am
Choice #2 , absolutely!!!!! [thumbs_up]

Remember the scene in CoD 2 of the foolish British soldier in North Africa trying to kick in a door directly in front of an mg...

Considering the weapons and the time frame we are talking about, it would be a surprise that most walls and doors weren't immediately turned to swisscheese by any half-hearted effort to do so. Many houses were constructed of thin or flimsy materials. Those of more robust materials probably were susceptible to the AP rounds used in the American .30 mg.

Even if a house had strong walls, I have seen very few doors, anywhere in common use, that would stop automatic weapons. Heavy wooden doors in public buildings and private mansions might, and certainly many metal doors, especially those specificaly designed for that purpose. However, even many light metal doors would be questionable protection against the better automatic weapons, or maybe an M1 Garand using some of those AP rounds!!!

But rather than play havoc with walls that you can't hide behind, I'll just settle for doors the player can't be sure will protect them.

[biggrin]

How do you have the bulletholes show up on the door? I do know that when I made a small skybox for a test section, I put bullet holes in the clouds whenever I fired at them, but I have no idea why that happened.
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bouncy
General Member
Since: Apr 16, 2006
Posts: 105
Last: Feb 26, 2007
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Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 3, 2007 09:35 am
I think I have away that you could make a few bullet holes
Read the tutorial on using exploders in the cod or coduo section, I dont remember which one it is
Once you have the hang of them try making little parts of the door exploders, I reckon you could get at least twemtyin. If you dont understand after youve tried, pm me and i think i could help
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Pedro699
General Member
Since: Jun 19, 2006
Posts: 781
Last: Dec 18, 2010
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Level 7
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 3, 2007 05:44 pm
Hmm

I don't think you could make the door non-colliding, as I don't think non-colliding script_brushmodels are possible.

However in your script, you could make the door non-solid, by using the notsolid(); function.

Another approach is to make a custom texture. For example, one of the glass textures can be shot through, yet still leaves bullet marks. This doesn't work though, when the texture is placed on a script brushmodel.
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