Thanks k HAN but I didn't find that useful. The #1 problem I have right now is that func_push is a guessing game when using push direction, and doesn't behave consistently. Does anybody have any tips on setting a func_push push direction?
On Tue, Oct 14, 2014 at 8:29 PM, k HAN <mhan.sen...@gmail.com> wrote: > When the workshop first came out, valve released a few maps that have a > system similar to what you describe. You might want to take a look at how > they implemented the spawns and capture points. > > One such example is: > http://steamcommunity.com/sharedfiles/filedetails/?id=125528758&searchtext=control > > > On Tue, Oct 14, 2014 at 3:25 PM, Michael Mayea <mikema...@gmail.com> > wrote: > >> I've been working on a new game mode for CSGO powered by vscripts. The >> purpose is to provide a competitive game mode that requires 50% less time >> commitment, and is also coupled with a DM style respawn system in order to >> increase the frequency of encounters. >> >> The mode features two control zones CT's must defend. Terrorists can >> capture a zone by being present in the area if CT's are not present. If one >> zone is captured, new events are triggered through listening entities. >> >> Now because I'm using a DM style respawn system, I want to prevent >> players from entering the opposing teams spawn, so I want to be able to >> create force fields which are team specific, and it is important that >> players can backtrack and rotate so I cannot create a hard physical 1 way >> direction limitation, it has to be team specific. >> >> I appreciate Valve's time, if they were to implement this feature, I >> would most certainly utilize it and release to the workshop with the goal >> of spawning an entirely new competitive meta game for CSGO. (I've accepted >> the insurmountable probability!) >> >> I've already heavily invested my time into this project, and I've even >> been developing my own artistic flair to match the zany nature of the new >> game mode. No pressure on Valve, I will eventually solve this problem, but >> if they could enable me to do this in a less hacky manner I would greatly >> appreciate it. Here's a glimpse into my new art theme I've been developing, >> inspired by Quake. The map is ready for testing as soon as I can resolve >> this issue. >> >> >> http://cloud-4.steampowered.com/ugc/44233222326671780/1ED4D5C316B1CD1769A72E4871655E0FB5410DC3/ >> >> On Tue, Oct 14, 2014 at 3:55 PM, ics <i...@ics-base.net> wrote: >> >>> What you are looking for would be func_respawnroomvisualizer but it >>> doesn't exist in CSGO, only in TF2 and DOD Source. >>> >>> Valve would need to add support for it. Tell us what you are doing and >>> they might do a compliment and implement it. >>> >>> -ics >>> >>> Michael Mayea kirjoitti: >>> >>>> This does not appear to block players, only physics objects, after >>>> testing. I textured it trigger, made a logic_auto ensure it started >>>> enabled, set the filter to both allow / disallow, tried both teams, I could >>>> no get this to function as desired. >>>> >>>> On Tue, Oct 14, 2014 at 3:08 PM, Jesse Oak <wazanato...@gmail.com >>>> <mailto:wazanato...@gmail.com>> wrote: >>>> >>>> https://developer.valvesoftware.com/wiki/Func_clip_vphysics is >>>> what I would try >>>> >>>> On Oct 14, 2014 1:51 PM, "Michael Mayea" <mikema...@gmail.com >>>> <mailto:mikema...@gmail.com>> wrote: >>>> >>>> I'm in need of a way from preventing T's or CT's from entering >>>> certain areas, I'm presently using a filter entity with a >>>> func_push but it's not working very well. The helpers for >>>> func_push are not very accurate for the push direction comes >>>> from the center, so if you approach from the side you are push >>>> sideways and not back. Also it seems that with enough >>>> persistence you can always break through a func_push even with >>>> a very high push force and entity thickness. >>>> >>>> I'd really like to ditch this method all together, can anyone >>>> think of a way to simply have team specific clips for CSGO? >>>> How was this done in Day of Defeat Source? >>>> >>>> _______________________________________________ >>>> Csgo_sdk mailing list >>>> Csgo_sdk@list.valvesoftware.com >>>> <mailto:Csgo_sdk@list.valvesoftware.com> >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/ >>>> csgo_sdk >>>> >>>> >>>> _______________________________________________ >>>> Csgo_sdk mailing list >>>> Csgo_sdk@list.valvesoftware.com >>>> <mailto:Csgo_sdk@list.valvesoftware.com> >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk >>>> >>>> >>>> >>>> >>>> _______________________________________________ >>>> Csgo_sdk mailing list >>>> Csgo_sdk@list.valvesoftware.com >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk >>>> >>> >>> >>> _______________________________________________ >>> Csgo_sdk mailing list >>> Csgo_sdk@list.valvesoftware.com >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk >>> >> >> >> _______________________________________________ >> Csgo_sdk mailing list >> Csgo_sdk@list.valvesoftware.com >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk >> >> > > _______________________________________________ > Csgo_sdk mailing list > Csgo_sdk@list.valvesoftware.com > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk > >
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