WP RaVeN Posted April 16, 2004 Share Posted April 16, 2004 Hi I want to know how to make a force field like this, Force Field And I want to know how to make it so it can be turned on and off by a switch Thx Link to comment Share on other sites More sharing options...
Mercenary Posted April 16, 2004 Share Posted April 16, 2004 Texture a brush with a force field shader of your choice and turn it into a func_wall. A func_wall can be triggered on and off. Link to comment Share on other sites More sharing options...
lassev Posted April 16, 2004 Share Posted April 16, 2004 Or func_usable. Link to comment Share on other sites More sharing options...
WP RaVeN Posted April 22, 2004 Author Share Posted April 22, 2004 Is there a way to make it so it will play a sound when its turned on/off? Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted April 22, 2004 Share Posted April 22, 2004 can't you use the "noise" key on the switch? Or do you want two sounds playing at the same time, one for the button and one for the force field? Link to comment Share on other sites More sharing options...
WP RaVeN Posted April 22, 2004 Author Share Posted April 22, 2004 Yeah I wanted two =/ and also I want to know how to add a huming sound when the force field is on if u know what I mean. Link to comment Share on other sites More sharing options...
lassev Posted April 22, 2004 Share Posted April 22, 2004 Place target_speaker right next to the func_usable (your forcefield). Give the target speaker the same targetname as the func_usable has. Now you must decide whether you want the forcefield to be on or off at the beginning of the level. If you want it to be on, check the looping_on flag of the target speaker. If you want the forcefield to start off (and check the start_off flag of the func_usable), check the looping_off flag of the speaker. Point the speaker to some sound file. Now target the trigger you use to control the forcefield also to the speaker, as they both have the same targetname. And what's more, you can place another target_speaker also right next to the trigger controlling the forcefields. For this, don't check the looped flags, but just point it to your switch sound. Also give this second target_speaker the same targetname as before. This speaker will now only play once the switch sound when used, whereas the firts speaker will loop (until switched off) the forcefield sound. Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted April 22, 2004 Share Posted April 22, 2004 I can't remember if JA has these fields on SP or not. If not, just route around the JO PK3's (assuming you have JO), and you should find the right sound as the Kejim level had quite a few of these force fields *nods* Link to comment Share on other sites More sharing options...
WP RaVeN Posted April 23, 2004 Author Share Posted April 23, 2004 ok thx Link to comment Share on other sites More sharing options...
Usurpo Posted April 24, 2004 Share Posted April 24, 2004 What texture is that, anyways? Link to comment Share on other sites More sharing options...
lassev Posted April 24, 2004 Share Posted April 24, 2004 Like Jedi_Vogel said, the selection of force fields is not that large amongst the original JA textures/shaders. However, there is at least one red force field, which can be found in the imperial shader, and goes by the name of: textures/imperial/imp_forcefield It uses the redfield1 and redfield2 textures you can find in the Kejim folder (should you want to have a look at the textures in Windows explorer). Link to comment Share on other sites More sharing options...
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