CompileTeam: Difference between revisions
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SirYodaJedi (talk | contribs) mNo edit summary |
SirYodaJedi (talk | contribs) (%CompileTeam exists in csgo; just doesn't do anything. It actually *would* do something if added to TF2 or DoD:S, though…) |
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{{subpage|[[Material map compile flags]]}} | {{subpage|[[Material map compile flags]]}} | ||
{{l4ds| | {{l4ds|since}} | ||
Compiles the texture to only affect a specific team. For example, the climb texture is a ladder that only lets infected climb up it.<br> | |||
However, making a texture '''visible''' to only one team requires [[Material Proxy|Proxies]]. As seen in the example below.<br> | However, making a texture '''visible''' to only one team requires [[Material Proxy|Proxies]]. As seen in the example below.<br> | ||
Revision as of 11:06, 5 August 2024
(in all games since )
Compiles the texture to only affect a specific team. For example, the climb texture is a ladder that only lets infected climb up it.
However, making a texture visible to only one team requires Proxies. As seen in the example below.
Example:
UnlitGeneric { $basetexture "tools\climb" $additive 1 "%compileTeam" 2 "%compilepassbullets" 1 "%compileladder" 1 $proxRange 0.0 $proxTeam 1.0 $one 1.0 Proxies { PlayerTeam { team 3 //Note: "%compileTeam" and this "team" use different numbers. Because that's just how it is coded. resultVar $proxTeam } Subtract { srcVar1 $one srcVar2 $proxRange resultVar $alpha } Multiply { srcVar1 $alpha srcVar2 $proxTeam resultVar $alpha } TextureScroll { texturescrollvar $baseTextureTransform texturescrollrate 1 texturescrollangle 90.00 } } }