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".
(Added another tip about only allowing Combine soldiers through.) |
m (Typo.) |
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Line 6: | Line 6: | ||
* 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. |
Revision as of 18:57, 29 August 2006
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.

