{"action":"created","issue":{"url":"https://api.github.com/repos/Zet0rz/nzombies/issues/166","repository_url":"https://api.github.com/repos/Zet0rz/nzombies","labels_url":"https://api.github.com/repos/Zet0rz/nzombies/issues/166/labels{/name}","comments_url":"https://api.github.com/repos/Zet0rz/nzombies/issues/166/comments","events_url":"https://api.github.com/repos/Zet0rz/nzombies/issues/166/events","html_url":"https://github.com/Zet0rz/nzombies/issues/166","id":150598297,"number":166,"title":"Invisible Walls Collision Upgrades","user":{"login":"Zet0rz","id":13242564,"avatar_url":"https://avatars.githubusercontent.com/u/13242564?v=3","gravatar_id":"","url":"https://api.github.com/users/Zet0rz","html_url":"https://github.com/Zet0rz","followers_url":"https://api.github.com/users/Zet0rz/followers","following_url":"https://api.github.com/users/Zet0rz/following{/other_user}","gists_url":"https://api.github.com/users/Zet0rz/gists{/gist_id}","starred_url":"https://api.github.com/users/Zet0rz/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Zet0rz/subscriptions","organizations_url":"https://api.github.com/users/Zet0rz/orgs","repos_url":"https://api.github.com/users/Zet0rz/repos","events_url":"https://api.github.com/users/Zet0rz/events{/privacy}","received_events_url":"https://api.github.com/users/Zet0rz/received_events","type":"User","site_admin":false},"labels":[{"url":"https://api.github.com/repos/Zet0rz/nzombies/labels/todo","name":"todo","color":"d4c5f9"}],"state":"open","locked":false,"assignee":null,"milestone":{"url":"https://api.github.com/repos/Zet0rz/nzombies/milestones/1","html_url":"https://github.com/Zet0rz/nzombies/milestones/Workshop%20Release","labels_url":"https://api.github.com/repos/Zet0rz/nzombies/milestones/1/labels","id":1667873,"number":1,"title":"Workshop Release","description":null,"creator":{"login":"Zet0rz","id":13242564,"avatar_url":"https://avatars.githubusercontent.com/u/13242564?v=3","gravatar_id":"","url":"https://api.github.com/users/Zet0rz","html_url":"https://github.com/Zet0rz","followers_url":"https://api.github.com/users/Zet0rz/followers","following_url":"https://api.github.com/users/Zet0rz/following{/other_user}","gists_url":"https://api.github.com/users/Zet0rz/gists{/gist_id}","starred_url":"https://api.github.com/users/Zet0rz/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Zet0rz/subscriptions","organizations_url":"https://api.github.com/users/Zet0rz/orgs","repos_url":"https://api.github.com/users/Zet0rz/repos","events_url":"https://api.github.com/users/Zet0rz/events{/privacy}","received_events_url":"https://api.github.com/users/Zet0rz/received_events","type":"User","site_admin":false},"open_issues":10,"closed_issues":29,"state":"open","created_at":"2016-03-27T21:56:13Z","updated_at":"2016-05-02T19:04:05Z","due_on":null,"closed_at":null},"comments":7,"created_at":"2016-04-23T21:29:45Z","updated_at":"2016-05-06T12:28:12Z","closed_at":null,"body":"I'm not sure if this is even possible as we don't have any player_clip collision groups, but there should be a way, possibly with a ShouldCollide hook. We'll also want bullets to go through them if they don't already too. \r\nFinally, we want them to be lockable like normal doors, which will cause them to no longer block players when opened. Since they cannot be hit by traces and bullets, they won't be able to be bought by themselves,  but can be opened together with another prop of the same link."},"comment":{"url":"https://api.github.com/repos/Zet0rz/nzombies/issues/comments/217426674","html_url":"https://github.com/Zet0rz/nzombies/issues/166#issuecomment-217426674","issue_url":"https://api.github.com/repos/Zet0rz/nzombies/issues/166","id":217426674,"user":{"login":"Zet0rz","id":13242564,"avatar_url":"https://avatars.githubusercontent.com/u/13242564?v=3","gravatar_id":"","url":"https://api.github.com/users/Zet0rz","html_url":"https://github.com/Zet0rz","followers_url":"https://api.github.com/users/Zet0rz/followers","following_url":"https://api.github.com/users/Zet0rz/following{/other_user}","gists_url":"https://api.github.com/users/Zet0rz/gists{/gist_id}","starred_url":"https://api.github.com/users/Zet0rz/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Zet0rz/subscriptions","organizations_url":"https://api.github.com/users/Zet0rz/orgs","repos_url":"https://api.github.com/users/Zet0rz/repos","events_url":"https://api.github.com/users/Zet0rz/events{/privacy}","received_events_url":"https://api.github.com/users/Zet0rz/received_events","type":"User","site_admin":false},"created_at":"2016-05-06T12:28:12Z","updated_at":"2016-05-06T12:28:12Z","body":"> i blame the person who made the prop door. you should worry more on pressing issues than making things idiot proof.\r\n\r\nWith most invisible walls you can climb them in some way, and building them specifically to prevent that can ruin the design. Say if you want a barbed wire gate, you'll need two of them on top of each other to prevent climbing (and that just looks bad). That being said, I think the Invisible Blocks can actually be used with the Door Locker tool already, so this may not be needed after all.\r\n\r\n> Assign the following textures based on that props setting.\r\n\r\nFor one, I don't think these textures exist in the actual game. Secondly, they are only used in Hammer during compiling and are effectively removed during the compiling. I'm fairly sure you won't be able to use them in-game, even if they do exist there. They'll just be a literal texture. Thirdly, a .fgd imports stuff into Hammer, not into the game.\r\n\r\n\r\n> effectively while the GM creates the invisible walls have it make the walls divided up into smaller walls ( about 1/4 the width of a player would do)\r\n\r\nThat's just poorly optimized. The ShouldCollide hook is an expensive and risky hook, you have a high risk of breaking the physics engine (trust me, I've encountered this so many times). Also for what you're saying, you can just place barricades with no planks and no jump animations and it'd be the same."}}