special_tags
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special_tags [2023/05/21 01:26] – created frank_lee_smith | special_tags [2023/08/14 03:31] (current) – frank_lee_smith | ||
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==========Special Tags========== | ==========Special Tags========== | ||
- | The game has a couple | + | 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_brush. Make 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 | + | {{:: |
- | 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: | ||
+ | |||
+ | {{:: | ||
+ | |||
+ | ====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**) | ||
+ | |||
+ | {{:: | ||
+ | |||
+ | ====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: | ||
+ | |||
+ | {{:: | ||
+ | |||
+ | ====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. | ||
+ | |||
+ | {{:: | ||
- | carriable - only equipment |
special_tags.1684632411.txt.gz · Last modified: 2023/05/21 01:26 by frank_lee_smith