special_tags
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| special_tags [2023/05/21 17:26] – 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. |
| + | |||
| + | //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: | ||
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| + | {{:: | ||
| + | |||
| + | ====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. | ||
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| + | 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==== | ||
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| + | 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==== | ||
| - | 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 |
| - | debris | + | {{:: |
| - | carriable - only equipment | ||
special_tags.1684689967.txt.gz · Last modified: 2023/05/21 17:26 by frank_lee_smith