ValveSoftware / Source-1-Games

Source 1 based games such as TF2 and Counter-Strike: Source
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[TF2] Explosives can hit entities through unexpected surfaces #4814

Open RicochetYT opened 1 year ago

RicochetYT commented 1 year ago

Not sure if this is intentional or a bug and I don't know the exact details on why this happens, but I haven't seen this mentioned anywhere else as an "issue".

On 2fort, where I know this occurs (on these grates), this effectively allows a soldier or demoman to spam these grates and avoid any damage from hitscan classes (though they can see through these anyways so stickies might not be that big of a deal, since they can just sticky trap the entrances).

https://user-images.githubusercontent.com/36606403/222509810-dacdbbde-0ffa-47fb-8d91-2bc2ac959425.mp4

Platina6978 commented 1 year ago

This is also true for a walkway near BLU spawn on doublecross. I believe it's the same material so I take it as some property of that material? I've always thought of this as a more niche piece of knowledge to be aware about but it may very well just be a bug, I'm fine with either interpretation.

Ashetf2 commented 1 year ago

The material metalgrate011a.vmt has these parameters

image

The one that causes the bug is "%compilepassbullets". It is also in metalgrate011b and metalgrate013a2.

worMatty commented 1 year ago

I've always believed it to be intentional as the VMT includes the parameter. In my experience, mappers who don't wish for it to allow explosions through have put a tools/blockbullets2 brush over it or made a new VMT. It would be a shame to lose this functionality as it can make gameplay more interesting.

mtxfellen commented 1 year ago

It may be correct that explosives can pass through this, however I don't believe it to be the case in the ctf_doublecross example as a different material is used on the red side of the map, minorly unbalancing the map.