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