ForceField Mapping

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Bulska
204 Posts
Posted Jun 04, 2008
I'm mapping a map, but I need some special forcefields.

  1. A forcefield allowing only the player to walk trough. Blocking any other entity. With preference that it even blocks Energy Pellets. This shouldn't be a portal cleanser, I need it so that you keep your portals.

  2. Other way around, Players cant walk trough, any other object can.

If you need to know, or already know more forcefields and how to make them. Ask here, as that way everyone can use it.

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Megadude
154 Posts
Posted Jun 04, 2008
Replied 7 minutes later
  1. That will require some playing around with entities. Not sure how to do it.

  2. All you need is a brush textured with the playerclip texture. Will only stop the player.

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Bulska
204 Posts
Posted Jun 04, 2008
Replied 1 hour later
  1. I've got no clue how to make this one... I'll try stuff out, but please, if you know already, save me the effort of finding it on my own.

  2. Thanks

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Megadude
154 Posts
Posted Jun 04, 2008
Replied 14 minutes later
Try this for one, (haven't tested it myself but it shoudl do something). Texture a brush with the invisible texture, then tie it to func_clip_vphysics.
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Hurricaaane
189 Posts
Posted Jun 04, 2008
Replied 29 minutes later
  1. http://developer.valvesoftware.com/wiki ... p_vphysics

EDIT: WTF? I didn't see the last message.

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Bulska
204 Posts
Posted Jun 04, 2008
Replied 1 hour later
That's because he finished his post after you pressed 'reply' and before you pressed 'submit'.

Thanks for the info, I'll try it out once I get to the PC with source games.
Is it triggerable? Or must I parent it to an almost instant moving door to disable it?

I think I can easily find a ForceField which kills you but leaves objects trough, such as in the Portal Flash Version Map Pack.
But if anyone knows how to do so without looking up anything, do throw it in.

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Megadude
154 Posts
Posted Jun 04, 2008
Replied 7 minutes later
You would have to either make them into a very fast moving door or tied to a func_brush that you can enable and disbale, if you want to control the forcefields.

For the forcefield that hurts the player, create a trigger_hurt with a very high damage value, say 20000. That should kill anyone, unless they are travveling the speed of light, then they could get through alive. In that case, a small playerclip brush will stop them.

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Bulska
204 Posts
Posted Jun 05, 2008
Replied 11 hours later
tie them to a func_brush that you can enable and disable.

How's that func_brush gonna know how to stop anything but the player?

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appunxintator
142 Posts
Posted Jun 05, 2008
Replied 4 hours later
You can use a filter_activator_name, and set it to "disallow", and make it the name of your player entity.

I'm not sure if this works, I'm just making a guess.

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appunxintator
142 Posts
Posted Jun 05, 2008
Replied 1 minute later
double post due to lag
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Megadude
154 Posts
Posted Jun 05, 2008
Replied 3 hours later

Bulska wrote:
tie them to a func_brush that you can enable and disable.

How's that func_brush gonna know how to stop anything but the player?

appunxintator is right. I just realised that I made a mistake. Tying to a func_brush will only work for the forcefield that stops the player only. The forcefield to stop anything except the player cannot be tied to a func_brush, as it is already tied to another entity. Use appunxintator's method to get it to work fully.

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Hurricaaane
189 Posts
Posted Jun 05, 2008
Replied 17 minutes later
I would do that:
Func_vphisics_clip for the function of stopping the objects.
Func_brush set to Not Solid for the visual effect.