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Old 12-28-2011, 08:07 PM   #1
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Default entity/texture visible through walls?


Coulda sworn I came across an entity like this before. Basically I want to parent an entity to a player that could be visible from anywhere in the map, so you always know where the player is. Anyone know if this is possible?
 
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Old 12-28-2011, 08:49 PM   #2
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Default entity/texture visible through walls?


Got it. Found a texture that can be seen from anywhere. Here's the vmt.

{
"$baseTexture" "hud\arrow_big"
"$translucent" 1
"$alpha" 1
"$vertexalpha" "1"
"$ignorez" "1"
"$no_fullbright" "1"
"$vertextcolor" "1"
"%keywords" "tf"
}
 
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Old 12-28-2011, 08:59 PM   #3
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Default entity/texture visible through walls?


I know it's possible to give players the same outline the cart has serverside, but I don't know if it's possible through the map itself.

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Old 12-28-2011, 09:17 PM   #4
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Default entity/texture visible through walls?


Are you making an escort map, Bob?

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Old 12-29-2011, 12:23 AM   #5
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Default entity/texture visible through walls?


I guess you could call it an escort map, but instead of one VIP, your whole team is VIP. It's basically just zombie fortress game mode, but L4D style where the survivors are actually pushing instead of camping. I'm using this to display the location of survivors so zombies don't get lost and can punish stragglers.
 
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Old 12-29-2011, 12:52 AM   #6
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Default entity/texture visible through walls?


Are the survivors going for control points?

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Old 12-29-2011, 09:26 AM   #7
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Default entity/texture visible through walls?


yes. progressive cp.
 
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Old 12-29-2011, 09:57 AM   #8
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Default entity/texture visible through walls?


A bit of fair warning, the $ignorez flag will not work completely. It only renders on top of everything else if it is in the PVS to begin with. When a map is properly optimized the PVS is fairly small, and it won't render over very much or very far before it is dropped from consideration.
and before you think of it, putting it in the 3D sky won't work either, I tried that once. 3D sky components will always render behind the world no matter what.

The outline effect might be a better choice to look into. Probably by parenting an outlined object to the thing you want to track. Plus, then it won't render when you have line-of-sight to the target and get in the way, since it was coded for this kind of stuff.

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