You could just toggle a trigger hurt anytime an enemy comes inside a trigger multiple along with some lasers. It would fit your maps theme I feel On Oct 15, 2014 9:21 AM, "Michael Mayea" <mikema...@gmail.com> wrote:
> 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 >> >> > > _______________________________________________ > 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