Combine shieldwall static: Difference between revisions
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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".
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Thunder4ik (talk | contribs) m (→top: Unicodifying, replaced: [[Image: → [[File:) |
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{{ | {{DISPLAYTITLE:combine_shieldwall_static}} | ||
A [[prefab]] located in the | [[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 | * A broader brush covered in the [[tool textures|playerclip tooltexture]] that will block the player while still allowing NPCs through. | ||
* Two [[ambient_generic]] entities | * 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 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.

