Brushes 301 : Lesson 3
 

Triggerable Forcefields

 


Forcefields provide many different benefits, you can load up kejim_post
and just stare for a few minutes at the first forcefield you encounter, it is used as a visible hint, there is only one way into this room it seems I need to get to, and this is the temporary one way exit. Forcefields can be used for a variety of reasons, now you get to learn to make them.
Triggering forcefields can be a fun way to learn how entities play their role in maps. I am about to show you how simple making a forcefield can be, and how easy it can be to turn it on, and off with one switch.
Now, we will soon be getting into some more advanced brush work, some of which will require moderate entity, and possibly even scripting knowledge. All things you will treat easy as pie soon enough though.

A term you might want to memorize.
BModel---This is just a brush, a few built in entity descriptions talk about a BModels, now you know what it is.

Here are the textures I recommend for first time testing, since we need to start learning more about how entities affect brushes I recommend learning to get realistic switches working properly too.

Jedi Academy - Imperial - switch_elevator_grn as an off texture, and switch_elevator_red as an on texture. I.E. The Texture that shows when the forcefield is off



Jedi Outcast - Bespin - bswitch as an off texture, and bswitchon as an on texture. I.E. The Texture that shows when the forcefield is off



Ok, we have the switch textures picked out, and I'm sure you have a room with a sealed off chamber, or another room attached, we can start to make the actual forcefield.
Make a brush in between your two rooms that you want to be your forcefield. Texture the entire brush in system/nodraw , cover the two visible faces with kejim/redfield1 .

Make this brush a func_wall and give it the following key/value settings:
Key: targetname
Value: field_01

Remember the targetname just defines what name to reference the entity by, other entitles, even of different types can use same targetnames, if you want them to be used all at once. Now, we have the actual wall of the forcefield that will be disappearing and reapearing with each consecutive use, time to make the "dual texture" or realistic switch.

Make a func_useable out of the brush you want your switch to be, and give it a targetname of field_01 just like your func_wall you made earlier, then make another func_useable same size as your last one. Now for this new one, texture the front of the switch with either your imperial/switch_elevator_grn (for JA users only) or bespin/bswitchon (for JKII users only)

Be sure to texture the front of the other func_useable you made earlier with the opposite one,(switch_elevator_red or bwitch)
Now, make sure they both are set up properly, deselect them and you are almost done.
make a brush that will be your trigger_multiple give it an angle that faces your switches, and check off this flag boxes -facing-playeronly (clientonly for mp) and use_button
This defines you have to be looking at the switch, within at least 45 degree angle, it only works if you press the use button, and you are not an NPC or BOT. give it a key of target, and a value of field_01. (this tells it to point to any entity with a targetname of field_01, in this case your func_useables, and func_wall.)



Wait a minute, something is missing, go ahead load up your map and try and figure out what isn't there.
That's right! No noise!!!
If you so desire, you can go and test your field right now, should work fine shutting on and off with each consecutive use, and also changes the visible switch texture, because you tricked the game engine into doing it.

Concerning the sound, add a target_speaker around the area of the forcefield, and give it a key of "noise" and a value of "sound/movers/doors/forcefield_lp.wav" check the flag box "looped-on" and give it a targetname of field_01.
Make another target_speaker, and give it the same targetname, don't check off looped-on, instead check off "activator" then give it a "noise" key, with a value of "sound/movers/doors/forcefield_off.mp3"

Now, your forcefield is very much realistic, have fun trapping online pals in your spiky walled dungeons, or creating fun puzzles with these transparent, unique walls that can give hints, of victory, and danger, or just an easy way around after your first time through a place.

That's it for now, class over.

 

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