Combine shieldwall static: Difference between revisions

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(The combine_shieldwall_static prefab.)
 
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{{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 for 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 ''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

Template:Wrongtitle

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.
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.