Difference between revisions of "Combine shieldwall"

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* A non-solid [[func_brush]] brush with an animated texture, providing a forcefield visual effect.
 
* A non-solid [[func_brush]] brush with an animated texture, providing a forcefield visual effect.
 
* A broader func_brush covered in the [[tool textures|playerclip tooltexture]] that while active will only allow Combine soldiers ([[npc_combine_s]]) through.
 
* A broader func_brush covered in the [[tool textures|playerclip tooltexture]] that while active will only allow Combine soldiers ([[npc_combine_s]]) through.
* A [[trigger_hurt]] brush, that will electrocute the player (''Damage'' = ''10000'') if he is in the middle of the forcefield when it is turned on.
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* A [[trigger_hurt]] brush, that will electrocute the player (''Damage'' = ''10000'') if they are in the middle of the forcefield when it is turned on.
 
* Two [[ambient_generic]] entities used 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.

Revision as of 07:32, 14 March 2020


A dissected combine_shieldwall 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_static) can be toggled off and on again, making its build more complex in nature.

This prefab includes the following:

  • Two prop_dynamic fence post models.
  • A non-solid func_brush brush with an animated texture, providing a forcefield visual effect.
  • A broader func_brush covered in the playerclip tooltexture that while active will only allow Combine soldiers (npc_combine_s) through.
  • A trigger_hurt brush, that will electrocute the player (Damage = 10000) if they are in the middle of the forcefield when it is turned on.
  • 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.
  • Two logic_relay entities - one that will handle the deactivation of the field if it's deactivated, and one that will handle the activation of the field if it's activated.
  • An enveloping normal brush covered with the skip tooltexture to facilitate grouping, copying and moving this prefab.
Tip.png 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.