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fahtajorj
10-08-2003, 05:08 PM
how do you create shields like in siege_hoth and siege_desert? i once found a tutorial explaining it but i seem to have lost it. your help is much appreaciated.
thanks,
fathajorj

WadeV1589
10-08-2003, 05:25 PM
You use a shader that has surfaceparm forcefield in it. This can be one that comes with the game or one you make yourself such as
byss/static_field_2sided
nar_hideout/pipe1_ref
rift/env_crystal
Make a func_usable and apply this texture to it, then whenever you trigger it, it turns on an off.

I'll be honest, I didn't test this before I posted, but going from Elite Force, this is how to do it. Maybe JA has a 10x easier way I just haven't looked yet :p

fahtajorj
10-08-2003, 05:51 PM
i tried a func_wall and textured it with factory/other_field texture and it works fine. thanks.

WadeV1589
10-08-2003, 06:07 PM
Both the same thing anyway :D
/*QUAKED func_usable (0 .5 .8) ? STARTOFF x x ALWAYS_ON x x PLAYER_USE INACTIVE
START_OFF - the wall will not be there
ALWAYS_ON - Doesn't toggle on and off when used, just runs usescript and fires target

A bmodel that just sits there, doing nothing. Can be used for conditional walls and models.

/*QUAKED func_wall (0 .5 .8) ? START_OFF x x x x x PLAYER_USE INACTIVE
PLAYER_USE Player can use it with the use button
INACTIVE must be used by a target_activate before it can be used

A bmodel that just sits there, doing nothing. Can be used for conditional walls and models.