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{{ | {{lang|TF2/Team-Specific Barriers|title=Team-Specific Barriers}}{{TF2 topicon}}{{source topicon}}[[Category:Level Design]][[Category:Team Fortress 2]] | ||
| | The {{ent|func_respawnroomvisualizer}} entity creates team-specific barriers that are normally used to keep would-be spawnkillers out of respawn rooms, but they could be used anywhere you want to limit access to one team. This type of barrier is invisible to the friendly team, but it is usually made visible to the enemy. It will block the movement of the enemy team, but not their gunfire. | ||
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==Tutorial | ==Tutorial: Respawn Area Barriers== | ||
[[ | [[File:TeamSpecificBarrier.jpg|thumb|right|200px|The <code>func_respawnroomvisualizer</code> in the respawn room doorway.]] | ||
Team-Specific Barriers are made with the | Team-Specific Barriers are made with the <code>func_respawnroomvisualizer</code> [[Entity creation#Brush-based_entity_creation|brush-based entity]], which requires a {{ent|func_respawnroom}} to tell it which team to allow through. | ||
In this tutorial, we will make a | In this tutorial, we will make a team-specific barrier for a RED respawn area, which will keep BLU players out. Make sure you have a <code>func_respawnroom</code> with its Team set to Red and a unique Name value somewhere on your map before continuing. | ||
First, create a | First, create a <code>func_respawnroomvisualizer</code> brush-based entity with the material <tt>tools/toolsnodraw</tt> in the doorway of the spawn area. This will be the barrier itself. Set its Associated Respawn Room property to the name of your RED <tt>func_respawnroom</tt>. The example map uses red_spawn. | ||
Next, using the texture application tool (Shift | Next, using the texture application tool ({{key|Shift|A}}), select the face of the <tt>func_respawnroomvisualizer</tt> brush that faces away from your respawn room. Set its material to <tt>overlays/no_entry</tt>. You may also want to align it to the center of the brush. The fastest way to do so is by pressing either "Fit" or "C" in the "Justify" part of the Face Edit Sheet. | ||
You should now have a barrier that will stop the | You should now have a barrier that will stop the BLU team, but not the RED team! | ||
Download the demo map here: [http://www.mediafire.com/?xyszmm9xwdd Download Here] {{clr}} | Download the demo map here: [http://www.mediafire.com/?xyszmm9xwdd Download Here] {{clr}} | ||
== Design Theory == | == Design Theory == | ||
=== Materials === | === Materials === | ||
You can assign a visible material to one or more sides of the | You can assign a visible material to one or more sides of the {{ent|func_respawnroomvisualizer}} brush to make it visible to the enemy team. Usually, the <tt>overlays/no_entry</tt> material is used. You may be able to achieve other effects by using various materials. Not all materials will fade over distance like <tt>overlays/no_entry</tt> does, resulting in a solid wall that only exists for one team! | ||
{{note|An alternate version of <tt>overlays/no_entry</tt> exists, called <tt>overlays/no_entry_nocull</tt>. The only difference is that you can see it on both sides.}} | |||
{{note|To get the fading effect, you will need to change your material's {{ent|VMT|alt=.vmt}} file to add the proxies found in <tt>overlays/no_entry.vmt</tt>.}} | |||
== See | == See also == | ||
*[[TF2/Team-Specific Doors|Team-Specific Doors]] | *[[TF2/Team-Specific Doors|Team-Specific Doors]] | ||
*[[TF2/Respawn_Areas|Respawn Areas]] | *[[TF2/Respawn_Areas|Respawn Areas]] | ||
* [[Team Fortress 2 Level Creation]] | * [[Team Fortress 2 Level Creation]] | ||
Latest revision as of 18:27, 7 January 2024
The func_respawnroomvisualizer entity creates team-specific barriers that are normally used to keep would-be spawnkillers out of respawn rooms, but they could be used anywhere you want to limit access to one team. This type of barrier is invisible to the friendly team, but it is usually made visible to the enemy. It will block the movement of the enemy team, but not their gunfire.
Tutorial: Respawn Area Barriers
Team-Specific Barriers are made with the func_respawnroomvisualizer
brush-based entity, which requires a func_respawnroom to tell it which team to allow through.
In this tutorial, we will make a team-specific barrier for a RED respawn area, which will keep BLU players out. Make sure you have a func_respawnroom
with its Team set to Red and a unique Name value somewhere on your map before continuing.
First, create a func_respawnroomvisualizer
brush-based entity with the material tools/toolsnodraw in the doorway of the spawn area. This will be the barrier itself. Set its Associated Respawn Room property to the name of your RED func_respawnroom. The example map uses red_spawn.
Next, using the texture application tool (⇧ Shift+A), select the face of the func_respawnroomvisualizer brush that faces away from your respawn room. Set its material to overlays/no_entry. You may also want to align it to the center of the brush. The fastest way to do so is by pressing either "Fit" or "C" in the "Justify" part of the Face Edit Sheet.
You should now have a barrier that will stop the BLU team, but not the RED team!
Download the demo map here: Download Here
Design Theory
Materials
You can assign a visible material to one or more sides of the func_respawnroomvisualizer brush to make it visible to the enemy team. Usually, the overlays/no_entry material is used. You may be able to achieve other effects by using various materials. Not all materials will fade over distance like overlays/no_entry does, resulting in a solid wall that only exists for one team!

