special_tags
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| - | ==========Special Tags========== | + | L |
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| - | The game has a few special tags to help with mapping. | + | |
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| - | ====Penetrable Tag==== | + | |
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| - | 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. | + | |
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| - | //Note: Any **func_shatterglass** in TTT will automatically have this tag, no need to apply it.// | + | |
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| - | 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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| - | Should look like below when applied: | + | |
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| - | {{:: | + | |
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| - | ====Corpse 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. | + | |
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| - | 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**) | + | |
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| - | Should look like below when applied: | + | |
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| - | {{:: | + | |
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| - | corpse - for corpse only on trigger | + | |
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| - | debris | + | |
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| - | carriable - only equipment | + | |
special_tags.1684690818.txt.gz · Last modified: 2023/05/21 17:40 by frank_lee_smith