Combine shieldwall static: Difference between revisions

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(Added another tip about only allowing Combine soldiers through.)
m (Typo.)
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* 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.

Revision as of 18:57, 29 August 2006

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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".