force field

force field

Re: force field Posted by Nickelplate on Tue Jun 7th 2005 at 12:05am
Nickelplate
2770 posts
Posted 2005-06-07 12:05am
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
I've been trying for the past two nights to make a force field like the one on "Highway 17" I need it to appear and disappear when the player presses the button. What i have set up so far is a func_wall_toggle and a button set to "toggle" then an output on the button that "toggle"s the func_wall_toggle. I have nver gotten a button ro work, however. At least not in HL2 onlyin earlier versions. Please help meh!
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com
Re: force field Posted by omegaslayer on Tue Jun 7th 2005 at 2:06am
omegaslayer
2481 posts
Posted 2005-06-07 2:06am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
When you say you want it to disappear, do you mean it fades away as you
get further? If thats the case then what you use is a func_brush with
the texture on it (the texture automatically fades), then when you want
to make it so the player can pass through it, you set a trigger to kill
the func_brush. That was the case in most maps.
Posting And You
Re: force field Posted by Nickelplate on Tue Jun 7th 2005 at 2:47am
Nickelplate
2770 posts
Posted 2005-06-07 2:47am
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
In essence I want a section of the wall to wink out of existence when i press a button, and appear back when i press the button again. It's a forcefield that i wanna turn on and off. But I can't get it all to work together. I wanta button to toggle the forcfield.
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com
Re: force field Posted by G.Ballblue on Tue Jun 7th 2005 at 3:05am
G.Ballblue
1511 posts
Posted 2005-06-07 3:05am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Hmm. Are you sure that a forcefiled isn't a model of some sort, or an entity?
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: force field Posted by Nickelplate on Tue Jun 7th 2005 at 3:43am
Nickelplate
2770 posts
Posted 2005-06-07 3:43am
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
No, I'm not sure, gball, I was hoping someone else would know. It's an integral part of my map, but this whole "input/output" stuff is kicking my butt.
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com
Re: force field Posted by omegaslayer on Tue Jun 7th 2005 at 5:00am
omegaslayer
2481 posts
Posted 2005-06-07 5:00am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Make a func_brush (covered in the playerclip texture), give it a name,
"field1" in this case, then set the solid BSP to "yes", then in
solidity area set it to toggle. This will be your blocker brush (that
you can enable/disabloe the player to pass through) Have a trigger have
an output set to "ontrigger" (for intance), the have it target the
func_brush "field1" in this case, and have the "via this input" set to
disable (this will allow the player to pass through it) and set the
"via this input" to enable to make it so the player CANT pass through
it. Thats what stops the player from moving through it.

Now for the thing that makes it fade away you use the texture called combineshield thats
all (the texture automatically is set to fade away), you only need to
turn that into a func_brush and set its solidity to none so the player
isnt blocked by it.

There are 2 models that are used to simulate the shield generators,
they are models/props_combine/combine_fence01b.mdl and
models/props_combine/combine_fence01a.mdl

By default their skin is set to on, but you can change the way the
generators look (so they look as if they are turned off) by setting the
skin to 1 instead of 0. Make them prop_dynamics and give them a name.
"shieldgen" in this case, have an entity trigger it and have the output
on the triggering entity set to "on trigger" target the props
"shieldgen" in this case, and have the "via this input" set to Skin
with a parameter of 1 (for off) or 0 (for on).

There is a prefab called combine_shieldwall, look at it for everything and more.
Posting And You
Re: force field Posted by Madedog on Tue Jun 7th 2005 at 5:09am
Madedog
487 posts
Posted 2005-06-07 5:09am
Madedog
member
487 posts 128 snarkmarks Registered: Jan 5th 2005 Occupation: Level Designer Location: Estonia
Hmm... I just wanted to tell the same thing Omegaslayer just did...

Anyway, I tried making my own, and it worked though... I set the button outputs so, that OnPressed->MyWall->Toggle

Properties: Delay before reset: 1

Flags: Don't move

And it works though... dunno what you did that it didn't work.
HL2 tutorials 'n' stuff: http://madedog.pri.ee
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Re: force field Posted by Damic on Tue Jun 7th 2005 at 11:32am
Damic
113 posts
Posted 2005-06-07 11:32am
Damic
member
113 posts 71 snarkmarks Registered: Dec 22nd 2004 Occupation: Machine operator Location: belgium
Or check you hl2 Prefabs in Hammer :biggrin: , forcefield is there included :biggrin:
Thx in advantage
Re: force field Posted by omegaslayer on Tue Jun 7th 2005 at 6:00pm
omegaslayer
2481 posts
Posted 2005-06-07 6:00pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Yeah the prefab is there (combine_shieldwall.vmf), but since nickel was
saying the I/Os were confusing him, I thought I would explain it a bit
more.
Posting And You