VIO Posted May 26, 2002 Share Posted May 26, 2002 ok first how do i edit the "forcefield" shader to reflect bullets then how do i get my buttons that avitate the force field to be force powered(multiplayer) don't just say tick the X box of a func_door that doesn't work how do i get my buttons(or func_doors) to wait a few seconds bfore the button is usable again and have the force field go on ( button off shield off button moves back into place shield gos on) VIO PS: i focre activated one is the most important on i need ok thx PPS: how does a duel map that has a large dueling area in one part that is a force field floor which can be turned off and would make the dueler fall into a pit of lava or a small plat form and dueling place below Link to comment Share on other sites More sharing options...
GidionTheDead Posted May 26, 2002 Share Posted May 26, 2002 Make it a func_wall ("invincible") or a func_door (check the "saber_only" or ""heavy_weapon_only" box, which only show up for sp_entities). In MP... Give the force_field or the button a "wait" "x" variable, with x being the seconds till the door works again. Link to comment Share on other sites More sharing options...
VIO Posted May 27, 2002 Author Share Posted May 27, 2002 bump Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted May 27, 2002 Share Posted May 27, 2002 I think there's a 'surfaceparm forcefield' that will make it reflect bullets... And I'm not sure about the force activated trigger... I think you could use a func_door in MP, though. Read the ent. info on it. Link to comment Share on other sites More sharing options...
VIO Posted May 27, 2002 Author Share Posted May 27, 2002 i have and ive read posts that say the little X tick box is the force on but i have yet to get to to accaully be activated by the force although ive tryed also can you hollow cones. o and about the force field going off andon if i but wait it won't turn back on again after its done waiting or it will work once then just the bottom will just reset at the default speed and the shield won't go on unless you hit the button again Link to comment Share on other sites More sharing options...
VIO Posted May 28, 2002 Author Share Posted May 28, 2002 some one ppl help me BUMP Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted May 28, 2002 Share Posted May 28, 2002 OKay... Try using some punctuation and paragraphs next time. Anyway, the wait on the func_usable just means that it can't be triggered again until that time runs out. It doesn't mean it pops back when it's over. It's just a toggle. If you want it to pop back, try making the trigger that targets the func_usable (forcfield) also target a target_delay that is set to wait a certain amount of seconds, then trigger the func_usable again. Okay, I'm going to try something... Copy all of the text below, not including the dotted lines, and then open up JK2Radiant, and paste it in. It should give you an example of a forcefield that returns in 3 seconds after being activated... ------------------------------------------------------------------------------------ // entity 1 { "wait" "3" "target" "field" "spawnflags" "8" "angle" "90" "classname" "func_usable" // brush 0 { ( 80 -16 24 ) ( 48 -16 24 ) ( 48 -48 24 ) system/caulk 0 0 0 0.250000 0.250000 ( 64 -48 56 ) ( 64 -16 56 ) ( 96 -16 56 ) system/caulk 0 0 0 0.250000 0.250000 ( 64 -32 48 ) ( 96 -32 48 ) ( 96 -32 32 ) cairn/c_cameraswitch 64 192 0 0.125000 0.125000 ( 88 -48 48 ) ( 88 -16 48 ) ( 88 -16 32 ) system/caulk 0 0 0 0.250000 0.250000 ( 96 -16 48 ) ( 64 -16 48 ) ( 64 -16 32 ) system/caulk 0 0 0 0.250000 0.250000 ( 56 -16 48 ) ( 56 -48 48 ) ( 56 -48 32 ) system/caulk 0 0 0 0.250000 0.250000 } } // entity 2 { "origin" "120 8 56" "targetname" "field" "target" "field_return" "classname" "target_relay" } // entity 3 { "spawnflags" "0" "targetname" "force_field" "wait" "3" "classname" "func_usable" // brush 0 { ( 64 64 0 ) ( -64 64 0 ) ( -64 56 0 ) system/cushion 0 0 0 0.250000 0.250000 ( -72 56 128 ) ( -72 64 128 ) ( 56 64 128 ) system/cushion 0 0 0 0.250000 0.250000 ( -64 56 48 ) ( 64 56 48 ) ( 64 56 32 ) doomgiver/forcefield 0 0 0 0.250000 0.250000 ( 64 56 48 ) ( 64 64 48 ) ( 64 64 32 ) system/cushion 0 0 0 0.250000 0.250000 ( 64 64 48 ) ( -64 64 48 ) ( -64 64 32 ) system/cushion 0 0 0 0.250000 0.250000 ( -64 64 48 ) ( -64 56 48 ) ( -64 56 32 ) system/cushion 0 0 0 0.250000 0.250000 } } // entity 4 { "spawnflags" "1" "wait" "3" "origin" "120 60 56" "target" "force_field" "targetname" "field_return" "classname" "target_delay" } // entity 5 { "origin" "0 8 56" "targetname" "field" "target" "force_field" "classname" "target_relay" } ------------------------------------------------------------------------------------ And if you're talking about a patchmesh cone, you don't want to hollow it, you wan to thicken it. Select it, and go to Curve > Thicken. Fool around w/ the settings untill you get it right Link to comment Share on other sites More sharing options...
VIO Posted May 29, 2002 Author Share Posted May 29, 2002 hey great that helps alot but im still stuck on th force activated stuff thx in advance Link to comment Share on other sites More sharing options...
Manquesa Posted May 29, 2002 Share Posted May 29, 2002 check with the guy who started this thread: http://www.lucasforums.com/showthread.php?s=&threadid=57750 He seems to have gotten the force activate thing working for him, and in MP. Link to comment Share on other sites More sharing options...
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