I'd say the best way to "remove" a func_illusionary is to use an env_render that targets the illusionary, and sets its render mode to Texture, with a value of 0. That'll make it completely invisible. Unfortunately, I don't know if it's possible to use this to make the func_illusionary reappear. What you could do is use a func_wall_toggle. This will clip the player as well as providing a visible barrier, and when triggered it'll disappear.
<!--QuoteBegin--RhoadsToNowhere+Jan 15 2003, 10:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RhoadsToNowhere @ Jan 15 2003, 10:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'd say the best way to "remove" a func_illusionary is to use an env_render that targets the illusionary, and sets its render mode to Texture, with a value of 0. That'll make it completely invisible. Unfortunately, I don't know if it's possible to use this to make the func_illusionary reappear. What you could do is use a func_wall_toggle. This will clip the player as well as providing a visible barrier, and when triggered it'll disappear.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> With the illusionary and env_render you would need to target another env render with a full fx value to make it reapear again.
I have a force field in my map that if you bump into it or walk through it (using trigger presence) the force field pulses bright blue and the fades back to almost invisible. this however uses 6 entities for the effect, so maybe I'll just do one force field like that <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
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With the illusionary and env_render you would need to target another env render with a full fx value to make it reapear again.
I have a force field in my map that if you bump into it or walk through it (using trigger presence) the force field pulses bright blue and the fades back to almost invisible. this however uses 6 entities for the effect, so maybe I'll just do one force field like that <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->