fahtajorj Posted October 8, 2003 Share 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 Link to comment Share on other sites More sharing options...
WadeV1589 Posted October 8, 2003 Share 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 Link to comment Share on other sites More sharing options...
fahtajorj Posted October 8, 2003 Author Share Posted October 8, 2003 i tried a func_wall and textured it with factory/other_field texture and it works fine. thanks. Link to comment Share on other sites More sharing options...
WadeV1589 Posted October 8, 2003 Share 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. Link to comment Share on other sites More sharing options...
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