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special_tags [2023/05/21 17:26] 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.  
 + 
 +//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. 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.
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 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. 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. +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====
  
-Should look like below when applied.+Team activation tags allow for triggers volumes (push, teleport, multiple etc) to only be activated for a certain team.
  
-corpse - for corpse only on trigger+The setup is to make the trigger volume only have the roles you want as the activation tags.
  
-debris+{{::role_activation_tag.png?400|}}
  
-carriable - only equipment 
special_tags.1684689967.txt.gz · Last modified: 2023/05/21 17:26 by frank_lee_smith

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