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special_tags [2023/05/21 01:26] – created frank_lee_smithspecial_tags [2023/08/14 03:31] (current) frank_lee_smith
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 ==========Special Tags========== ==========Special Tags==========
  
-The game has a couple special tags to help with mapping +The game has a few special tags to help with mapping.
  
 ====Penetrable Tag==== ====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.+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. 
  
-To apply simply add the tag to anything like a prop_static or func_brushMake sure you click the green plus button to add the tag+//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:
  
-corpse - for corpse only on trigger+{{::tag_example.png?600|}}
  
-debris+====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|}}
  
-carriable - only equipment 
special_tags.1684632411.txt.gz · Last modified: 2023/05/21 01:26 by frank_lee_smith

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