
Originally Posted by
ironclad
hold on here,which are we talking about?
A: an invisible surface with a teleporter on either side, allowing you to teleport past the surface while stopping bullets n grenades n shit
or
B: a surface that can be passed through by bipeds, but not projectiles and it has a teleporter's shader
Actually, there were four ideas - invisible bipeds, a scenery-type weapon object and a script, a piece of glass with a plasma shader and teleporters, and the invisible barrier like the one I found on Pemba. I think this shader symbol was one of the ones that caused it:

Originally Posted by
HaloPC Reference
*Large collideable property. This flag or shader symbol when applied to a material that is applied to a face or surface sets the surface up to not be rendered and only have collision.
You know on Gephyrophobia how banshees don't fall down past a certain height but smaller objects like the MC, weapons and grenades keep going? Its something like that. The pemba barrier is a bit different though since an unpiloted banshee will fall down into the fog when the piloted one doesn't. I tried to rocket grenade the warthog past the one on pemba but it wouldn't go through.
If I make a plane with that and another plane with something that affects weapons like the forcefield shader (still looking into that part of it), then I have a working forcefield without scripting, bipeds, teleporters, or weapons. Even if I don't get that part working, an anti-vehicle barrier would come in handy for sealing your bases if you didn't want players tricking vehicles in.
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