==========Special Tags========== The game has a few special tags to help with mapping. ====Penetrable Tag==== The **penetrable** tag allows for anything that has the tag to be shot through, can go through up to 32 things. Useful for situations where you might have a thin wall or weak cover like a piece of plywood. Should be used sparingly. //Note: Any **func_shatterglass** in TTT will automatically have this tag, no need to apply it.// To apply simply add the tag to anything like a prop_static or func_brush. Make sure you click the green plus button to add the tag. Should look like below when applied: {{::tag_example.png?600|}} ====Corpse Tag==== The corpse tag is a special tag that automatically applies to dead bodies. This is useful to set up triggers that only activate with bodies for things like objectives or body destroyers. To use create a trigger_multiple or trigger_once and add the **corpse** tag to **Activation Tags** and remove the player tag (**make sure you use Activation Tags and not Tags or it will not work**) Should look like below when applied: {{::corpse_example.png?600|}} ====Carriable Tag==== The **carriable** tag is similar to the corpse tag, the main difference is that it is applied to anything that a Terrorist can put in their inventory, be it guns, equipment, grenades etc. This is useful for objectives or weapon destroyers. To use create a trigger_multiple or trigger_once and add the **carriable** tag to **Activation Tags** and remove the player tag (**make sure you use Activation Tags and not Tags or it will not work**) {{::carriable_example.png?600|}} ====No Fall Damage Tag==== The **nofalldamage** tag will prevent fall damage when a player lands on something that has the tag. To apply it to geometry you will have to convert where the player lands to a **func_brush** and give it the **nofalldamage** tag ====Team Collision Tags==== These tags will be useful for making things like a door only a certain can phase through, like a door to a Detective room. The setup is to either specify **collide-role** or **nocollide-role** with the **solid** tag on a **func_brush** Here is an example of a setup for a detective room: {{::nocollide.png?400|}} ====Team Activation Tags==== Team activation tags allow for triggers volumes (push, teleport, multiple etc) to only be activated for a certain team. The setup is to make the trigger volume only have the roles you want as the activation tags. {{::role_activation_tag.png?400|}}