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?
>>>>
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>>>>
>>>>
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>>>>
>>>>
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