fahtajorj Posted October 8, 2003 Posted October 8, 2003 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 Posted October 8, 2003 Posted October 8, 2003 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
fahtajorj Posted October 8, 2003 Author Posted October 8, 2003 i tried a func_wall and textured it with factory/other_field texture and it works fine. thanks.
WadeV1589 Posted October 8, 2003 Posted October 8, 2003 Both the same thing anyway /*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.
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