pl_tapline's "Tap-To-Push" mechanics

Discussion in 'Tutorials & Resources' started by GuttyKreum, Dec 31, 2017.

  1. GuttyKreum

    GuttyKreum L2: Junior Member

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    Heya guys!

    I've received a few requests for the "Tap-To-Push" mechanics I had put together for pl_tapline (I'm no entity wizard so there could be room to polish these mechanics greatly) to be published so they can be used easily by any mapper.

    I put them into a vmf file utilizing the Payload game mode resource made by A Boojum Snark.

    Tap-To-Push example VMF download: https://www.dropbox.com/s/lmtc1woy8srhy8n/Taptopushmechanics.vmf?dl=0

    Some new entities:

    entity: filter_tf_condition
    name: filter_red_disguised
    purpose: Makes it so RED disguised Spy can not stop the cart by tapping it.

    entity: filter_tf_condition
    name: filter_red_stealth
    purpose: Makes it so RED stealthed (invisible) Spy can not stop the cart by tapping it.

    entity: filter_multi
    name: filter_red_team_allconditions
    purpose: players must meet the required conditions in order to be able to stop the cart by tapping it.

    trigger_multiple
    name: train_deactivator
    purpose: This is the trigger brush touched by RED to stop the cart. It sets the number of train cappers to 0 when triggered.

    Basic idea of how it works currently:

    When any BLU member touches the trigger_capture_area brush (sspl_pushzone) it sets the number of team members capturing the cart to '1'. When a RED member touches the trigger_multiple brush (train_deactivator) it sets the number of team members capturing the cart to '0'.

    Enjoy!
     
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