Re: forcefield
Posted by Tracer Bullet on Wed Dec 15th at 1:02am 2004
I'm sure Nanodeath has it right for the part you can't see... I'm not sure how the visual effect is achieved though.
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Re: forcefield
Posted by Nanodeath on Wed Dec 15th at 1:19am 2004
Um? Yeah...right. Make sure it works first though, because it's technically a model texture and the game doesn't usually like that when you put those on brushes.
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Re: forcefield
Posted by Nanodeath on Wed Dec 15th at 2:24am 2004
Are you using a prop? Otherwise just make a func_brush out of the shield, set its Solidity to Never Solid, and then create another brush over the top of it and paint it with the clip texture.
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Re: forcefield
Posted by IshKaBibble on Wed Dec 15th at 2:42am 2004
func_illusionarys obsolete? i think not. i use um all the time. well not ALL the time but yea know..
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Re: forcefield
Posted by Lan on Wed Dec 15th at 8:29am 2004
i did the brush thing and it worked. i personally want to thank Nanodeath for being a genius and for his compassion for noobs. i salute u.
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Re: forcefield
Posted by Yesurbius on Sat Jan 8th at 7:08pm 2005
In single player, create a brush and tie it to func_brush. Fill
in the class of the NPC that is allowed to pass through it, in the "NPC
Class excluded from collisions" field.
For deathmatch this does not work, so you can create a NODRAW brush and
tie it to trigger_push. You can assign a filter to the trigger,
only allowing certain things to pass through it. I use two
brushes for my forcefields. The first one pushes at a speed of
192 - so the player can hit it without being pushed back very much at
all ... and the second brush is set to a speed of 384 - so the player
does get pushed back quite a bit. I do this because if a
player sprints, their speed doubles and they can easily pass through a
trigger_push that has a push force of 192, and yet if they walk into a
trigger_push that has a force of 384, they are flung backward at a very
noticable speed.
For decorations, use models/props_combine/combine_fence01a.mdl and
models/props_combine/combine_fence01b.mdl on the sides .. they will
generate a forcefield effect.
It provides a pretty realistic forcefield - I suppose the only thing
that would be missing is that when the player hits the forcefield, the
get a buzzing sound, and the forcefield has an effect on it for a few
seconds ... the sound could easily be attached to the
OnStartTouch output, but you are on your own for how to display a
forcefield effect. The effect is in there under
effects/combineshield/comshieldwall but I have not figured out how to
use that yet.
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Re: forcefield
Posted by Nanodeath on Sat Jan 8th at 7:14pm 2005
Actually there's a prefab now that makes the shield quite nicely...
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Re: forcefield
Posted by Yesurbius on Sat Jan 8th at 9:06pm 2005
Now you tell me! Spent last 3 hours perfecting it for my new
tutorial example map ... hehehe Where is this prefab?
I could not find it in the files section.
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