BlockAll actor which blocks players, but not translocator

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Berserker
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BlockAll actor which blocks players, but not translocator

Post by Berserker » Tue Dec 28, 2021 4:08 pm

Hey guys!
I am looking for a solution which blocks players, but allows translocator discs to pass trough.
Can someone help me figure out how to make a BlockAll actor, which blocks players, but not translocator discs?

Other alternative solutions would be appreciated as well, for example, is it possible to apply such a collision to a mover?
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Aspide
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Re: BlockAll actor which blocks players, but not translocator

Post by Aspide » Tue Dec 28, 2021 10:24 pm

I'm not familiar with any actor that stops players but allows actors like the translocator disc to pass through. Ironically I know how to do the opposite :sad2: , however I have an alternative solution: Use a kicker that pushes players back, kickers interact with a specific actor, for example the default class that interacts with a kicker is Pawn, that means that projectiles, like the translocator disc, won't be affected by it.
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Re: BlockAll actor which blocks players, but not translocator

Post by Red_Fist » Tue Dec 28, 2021 11:49 pm

Seems like a good solution. Aspide

Messing with collision is hard because they won't let you mess with it very much, like an engine, constant.
It depends on what actor, for collision. Like a brush, won't change, can't change,

I did get collision to be on or off of a trigger using property flippers. By trying that method you would need a class trigger, then have that trigger the collision on off, and another set to turn it off on. Not practical unless you only needed it to work from one side or only work once.
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Re: BlockAll actor which blocks players, but not translocator

Post by Berserker » Wed Dec 29, 2021 12:45 am

Aspide wrote:
Tue Dec 28, 2021 10:24 pm
I'm not familiar with any actor that stops players but allows actors like the translocator disc to pass through. Ironically I know how to do the opposite :sad2: , however I have an alternative solution: Use a kicker that pushes players back, kickers interact with a specific actor, for example the default class that interacts with a kicker is Pawn, that means that projectiles, like the translocator disc, won't be affected by it.
Yeah its a good solution, I did had that idea initially. However, it wont work for my need. The area I am trying to block is a hole in the floor, if I set up a kicker there it will make you float/slide on the kicker when you walk on top of it. The way I see it, it has to be a custom actor script which blocks pawns and lets projectiles trough, there probably wont be other solutions, except scraping the idea I had in mind.
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Barbie
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Re: BlockAll actor which blocks players, but not translocator

Post by Barbie » Wed Dec 29, 2021 1:34 am

Also possible: move an invisible mover in the way when a player approaches.
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Aspide
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Re: BlockAll actor which blocks players, but not translocator

Post by Aspide » Wed Dec 29, 2021 3:15 am

I have two more ideas:

-Make the hole small enough so that players cannot fit but the translocator disc can.
-Purposefully create an invisible wall by making a mistake building brushes (sometimes invisible walls are created in locations where there are no brushes). However I have no idea how to make this mistake on purpose. An example is NyLeve's Falls from the original Unreal, the starting area has a hole on the celling that has an invisible wall, the good thing about this type of invisible wall is that projectiles aren't affected by them.
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Re: BlockAll actor which blocks players, but not translocator

Post by Buggie » Wed Dec 29, 2021 4:52 am

In fact Actor BlockPlayer must fit for that.

Code: Select all

//=============================================================================
// BlockPlayers prevents players from passing, but allows monsters and projectiles to cross.
//=============================================================================
class BlockPlayer extends Keypoint;

defaultproperties
{
     bBlockPlayers=True
}
But there mistake - not set bCollideActors=True, so bBlockPlayers=True not count at all.
If you set bCollideActors=True it act almost exactly as you want - projectiles pass, players - no.
But by unknown reason translocator module too not pass. Even ignore the fact it is too projectile.

Automatically merged

Also if you try use Bots you fast found it is not a PlayerPawn and not block by bBlockPlayers, but block by bBlockActors, same as projectiles.
So bots just fall into this hole.

You can try make custom actor which collide with all, but on Bump handle all not pawns for teleport them down via SetLocation. Or maybe only Projectile.

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Re: BlockAll actor which blocks players, but not translocator

Post by Red_Fist » Wed Dec 29, 2021 8:10 pm

I dunno, but I think a class trigger for the translocator to give an event for some use.

Or make code that just adds the translocator exempt in the blockplayer. somehow LoL

Then it would probably need a new class translocator2, anyway

Plus I think the translocator IS thought of as the player, because if all you had to do was block a player, but won't, the player can still pass right through.
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ExpEM
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Re: BlockAll actor which blocks players, but not translocator

Post by ExpEM » Fri Dec 31, 2021 9:06 pm

I messed around with some code for a few hours this morning trying to make an actor solid for pawns but nothing else, no luck I'm afraid.
Someone with access to the native collision handling code maybe able to figure out a way to hack it into working.