Yeesh, it's easy! Make two prop_dynamics using the emitters mentioned above. In between, create a 1 unit-thick brush covered in an appropriate effects/ texture (for the visual effect) and tie it to either func_illusionary/func_brush, or func_wall_toggle if the field can be turned on/off. If you're mapping for single player, set this up as described above so Combine troops can move through it, or for DM stick a toolsclip brush over the top and you're done. The touch sound effect is also easy with a trigger_multiple, though set the 'fade out time' to 5 or so otherwise it doesn't sound realistic.
Re: forcefield
Posted by Leperous on Sat Jan 8th at 10:24pm 2005

Leperous
member
3382 posts
788 snarkmarks
Registered: Aug 21st 2001
Location: UK
Occupation: Lazy student
Posted by Leperous on Sat Jan 8th at 10:24pm 2005
Leperous
member
3382 posts
788 snarkmarks
Registered: Aug 21st 2001
Location: UK
Occupation: Lazy student
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