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dynamic path. but what kinda brush???

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Created 11 years ago
by iBarnett
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Hey it's iBarnett. So in the Map I'm making at the moment it has a teleporter. I wanting to know how to make a brush invisible so zombies will pass through it. I tried just turning the brush to detail. And then making it a brush model so I could a kvp like spawnflags 1 for dynamic path. But when in-game my path node won't link cuz that section isn't able to pass though.  how do I do this? I'm sure it's super simple so please anyone.

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Could make the brush non-colliding, but you'd need to add a player clip to prevent players from going through it.
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Could make the brush non-colliding, but you'd need to add a player clip to prevent players from going through it.
ah I was going to try non-colliding but was unsure of what it was doing so I choose detail instead. Well give it a try! Thanks
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Could make the brush non-colliding, but you'd need to add a player clip to prevent players from going through it.

This is how I made something simmilar in my map. it should work perfectly (I even placed a pathnode inside the brush without getting an error and the zombies are able to use it.)
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This is how I made something simmilar in my map. it should work perfectly (I even placed a pathnode inside the brush without getting an error and the zombies are able to use it.)

script_brushmodels are entities, so pathnodes can collide with them.
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K so before I go into radiant what's the deal. Do I make it a script_brushmodel with a kvp ( spawnflags -1 ) and make it a non-colliding??
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Make a script_brushmodel,  give it the player_clip texture (or clip_player, cant remember the name). Check the "DYNAMIC PATH" checkbox to give it the right spawnflags.

MoveZ() it in script when you want players to be able to pass through it (by moving it up or down 10000 units in script).

When you move it, call ConnectPaths() on it. When you put it back, call DisconnectPaths() on it.

 
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