haha dang sometimes it's the simplest thing I do not think of. So if the
trigger_push is exploited by a player, I'll have him killed. That literally
solves all my problems, thanks Waz!

On Wed, Oct 15, 2014 at 10:32 AM, Jesse Oak <wazanato...@gmail.com> wrote:

> 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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