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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: forcefield doors
Genral_CHANG~rb
General Member
Since: Dec 23, 2006
Posts: 2677
Last: Dec 23, 2006
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Sep. 2, 2002 02:02 am
is this possible? only that the forcefield isnt going to be a door, I want a button to activate the forcefield, so the forcefield effect will turn off and on? how do I do that? or in other words, how do I make the forcefield disappear then re-appear with a button?
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jnorris~rb
General Member
Since: Dec 23, 2006
Posts: 34
Last: Dec 23, 2006
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Level 2
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Sep. 2, 2002 04:18 am
Link the button to a func_usable.
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Bluehair~rb
General Member
Since: Dec 23, 2006
Posts: 109
Last: Dec 23, 2006
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Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Sep. 4, 2002 01:30 pm
Scripting is the solution. Look at the behavEd script below; it allows me to open a door using a wall computer. This door closes itself after 6 seconds. It is not far from what you want to make.

A few notes:

"doorPanelAnim" & "doorPanelNoAnim" are the "targetname" of "func_usable" brushes (the ones of the computer).
"doorPanelAnim" has the spawnflag "startoff" on.
"cargoDoors" is the targetname of the door.

Ignore "holoDoorsCurrentState" & the if/else statement. This is global variable set elsewhere by an other script. Keep both the "dowait" instructions though.

I have placed a "trigger_multiple" brush in front of the computer. "use_button" spawnflag is on. It points to a "target_scriptrunner" entity whose "usescript" key is set to the name of the script below.




;)
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[AoG]Vortex~rb
General Member
Since: Dec 23, 2006
Posts: 413
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Sep. 4, 2002 05:59 pm
There's an easier way than scripting.  Make it a func door with a very high speed, and change the sound it makes.

If it travels its entire visible distance in less than one screen refresh it effectively disappears.
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Blacksmith1~rb
General Member
Since: Dec 23, 2006
Posts: 2026
Last: Dec 23, 2006
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Sep. 4, 2002 07:18 pm
scripting only works in single player. And I belive forcefeilds are available in SP also on HM you have to cheat a little. Use a trigger multiple to open the door and play a sound at the same time. I think you can shut off the sound for the door (maybe not) give the door a lip of 0 and it will disapear. use a force field texture (shader) on it. i think there is a way to make it open with the button and wait till the button gets pushed again to close.
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