Jump to content

Home

yet another question...


fahtajorj

Recommended Posts

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

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...