Combine shieldwall static: Difference between revisions
Jump to navigation
Jump to search
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.
(The combine_shieldwall_static prefab.) |
m (Typo.) |
||
Line 1: | Line 1: | ||
{{wrongtitle|title=combine_shieldwall_static}} | {{wrongtitle|title=combine_shieldwall_static}} | ||
A [[prefab]] located in the ''Prefabs HL2'' folder, containing a standard Combine forcefield gate, preventing the player | 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: | This prefab includes the following: |
Revision as of 18:32, 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 still allow NPCs through.
- Two ambient_generic entities use 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.
