Re: [Csgo_sdk] Looking to team block method for CSGO
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=125528758searchtext=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
Re: [Csgo_sdk] Looking to team block method for CSGO
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=125528758searchtext=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
Re: [Csgo_sdk] Looking to team block method for CSGO
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=125528758searchtext=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
Re: [Csgo_sdk] Looking to team block method for CSGO
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 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 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
Re: [Csgo_sdk] Looking to team block method for CSGO
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
Re: [Csgo_sdk] Looking to team block method for CSGO
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
Re: [Csgo_sdk] Looking to team block method for CSGO
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=125528758searchtext=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