Combine shieldwall static: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Typo.)
m (→‎top: Unicodifying, replaced: [[Image: → [[File:)
 
(6 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{wrongtitle|title=combine_shieldwall_static}}
{{DISPLAYTITLE:combine_shieldwall_static}}


A [[prefab]] located in the ''Prefabs HL2'' folder, containing a standard Combine forcefield gate, preventing the player from proceeding. This shieldwall prefab (unlike [[combine_shieldwall]]) can not be toggled off and on, making its build simpler in nature.
[[File:Prefab combine_shieldwall_static.jpg|thumb|250px|right|A dissected combine_shieldwall_static prefab.]]
 
A [[prefab]] located in the [[:Category:Prefabs|Prefabs HL2]] folder, containing a standard Combine forcefield gate, preventing the player from proceeding. This shieldwall prefab (unlike [[combine_shieldwall]]) can not be toggled off and on, making its build simpler in nature.


This prefab includes the following:
This prefab includes the following:
* Two [[prop_static]] fence post models.
* Two [[prop_static]] fence post models.
* A [[func_illusionary]] brush with an animated texture, providing a forcefield visual effect.
* A [[func_illusionary]] brush with an animated texture, providing a forcefield visual effect.
* A broader brush covered in the [[tool textures|playerclip tooltexture]] that will still allow NPCs through.
* A broader brush covered in the [[tool textures|playerclip tooltexture]] that will block the player while still allowing NPCs through.
* Two [[ambient_generic]] entities use to play the "''idle''" and the "''touch''" sounds.
* Two [[ambient_generic]] entities used to play the "''idle''" and the "''touch''" sounds.
* A [[trigger_multiple]] brush that will detect if the player is deemed touching the force field, and that will trigger the "''touch''" sound to play if it does.
* A [[trigger_multiple]] brush that will detect if the player is deemed touching the force field, and that will trigger the "''touch''" sound to play if it does.
* A [[logic_auto]] that is used to start the ambient_generic playing the idle sound of the field at the spawn of the map. See tip below.
* A [[logic_auto]] that is used to start the ambient_generic playing the idle sound of the field at the spawn of the map. See tip below.
* An enveloping normal brush covered with the [[skip]] tooltexture to facilitate grouping, copying and moving this prefab.
* An enveloping normal brush covered with the [[skip]] tooltexture to facilitate grouping, copying and moving this prefab.


{{tip|The logic_auto entity isn't really needed. The same function can be achieved if the ''Start Silent'' flag of the ''sound_combineshieldwall_idle1'' entity is cleared.}}
{{tip|The logic_auto entity isn't really needed. The same function can be achieved if the ''Start Silent'' flag of the ''sound_combineshieldwall_idle1'' entity is cleared.}}
{{tip|As it is now, rebels and other NPCs can walk right through this forcefield gate. To let only Combine soldiers ([[npc_combine_s]]) through, turn the playerclip brush into a solid [[func_brush]] with its ''NPC class excluded from collisions'' keyvalue set to "npc_combine_s".}}


[[Category:Prefabs]]
[[Category:Prefabs]]

Latest revision as of 00:15, 7 January 2024


A dissected combine_shieldwall_static prefab.

A prefab located in the Prefabs HL2 folder, containing a standard Combine forcefield gate, preventing the player from proceeding. This shieldwall prefab (unlike combine_shieldwall) can not be toggled off and on, making its build simpler in nature.

This prefab includes the following:

  • Two prop_static fence post models.
  • A func_illusionary brush with an animated texture, providing a forcefield visual effect.
  • A broader brush covered in the playerclip tooltexture that will block the player while still allowing NPCs through.
  • Two ambient_generic entities used to play the "idle" and the "touch" sounds.
  • A trigger_multiple brush that will detect if the player is deemed touching the force field, and that will trigger the "touch" sound to play if it does.
  • A logic_auto that is used to start the ambient_generic playing the idle sound of the field at the spawn of the map. See tip below.
  • An enveloping normal brush covered with the skip tooltexture to facilitate grouping, copying and moving this prefab.


Tip.pngTip:The logic_auto entity isn't really needed. The same function can be achieved if the Start Silent flag of the sound_combineshieldwall_idle1 entity is cleared.
Tip.pngTip:As it is now, rebels and other NPCs can walk right through this forcefield gate. To let only Combine soldiers (npc_combine_s) through, turn the playerclip brush into a solid func_brush with its NPC class excluded from collisions keyvalue set to "npc_combine_s".