The game has a few special tags to help with mapping.
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:
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:
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)
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
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: