I'm coding a TF2 way point system for the cap points to help players find cap points in maps. I'm currently spawning a sprite with the "$ignorez" "1" value in the vmt. This allows the sprite to be seen through walls in the map.
The problem I'm running into is the engine is optimized to only render objects that the player should see. This causes the sprite to sometimes not show up behind certain walls or if you are a certain distance away. With noclip on I can be as far away as possible but as long as there is some type of path to the sprite I can see it.
The question I'm asking is has anyone messed with or know a way to force a texture to render no matter where it is. I'm not sure if there is a vmt render I can use to force it or some netprop I can set to force it.
Code:
"UnlitGeneric"
{
"$basetexture" "signs/arrow_dn_blue"
"$translucent" "1"
"$additive" "1"
"$ignorez" "1"
"$alpha" "0.5"
}
Code:
new Float:vecClientPos[3]
GetClientEyePosition(client, vecClientPos); // Get the position of the player's eyes
new ent = CreateEntityByName("env_sprite")
DispatchKeyValue(ent, "model", "materials/3pg/cappointblue.vmt")
DispatchKeyValue(ent, "classname", "env_sprite")
DispatchSpawn(ent)
TeleportEntity(ent, vecClientPos, NULL_VECTOR, NULL_VECTOR)
I'm looking for idea's or knowledge of a how to. Thanks for the input!