Combine shieldwall static: Difference between revisions

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(Link "Prefabs HL2" to Category:Prefabs folder for more guidance on its location.)
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[[Image:Prefab combine_shieldwall_static.jpg|thumb|250px|right|A dissected combine_shieldwall_static prefab.]]
[[Image:Prefab combine_shieldwall_static.jpg|thumb|250px|right|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.
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:

Revision as of 08:08, 29 January 2023


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".