special_tags
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
special_tags [2023/05/21 21:27] – frank_lee_smith | special_tags [2023/08/14 03:31] (current) – frank_lee_smith | ||
---|---|---|---|
Line 33: | Line 33: | ||
{{:: | {{:: | ||
- | corpse - for corpse only on trigger | + | ====No Fall Damage Tag==== |
- | debris | + | 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.1684704455.txt.gz · Last modified: 2023/05/21 21:27 by frank_lee_smith