Button and trigger exclusions
Quote from Fracture on September 6, 2012, 1:06 amIs it in any way possible to make a button or trigger react differantly to separate entities. Like only use one output for one cube or other named entity, and use another output for another entity?
Is it in any way possible to make a button or trigger react differantly to separate entities. Like only use one output for one cube or other named entity, and use another output for another entity?
Quote from Habzs on September 6, 2012, 1:28 amYou'd have to make the button from scratch.
If you choose to make the button from scratch, use filters and have multiple triggers.
You'd have to make the button from scratch.
If you choose to make the button from scratch, use filters and have multiple triggers.
https://developer.valvesoftware.com/wik ... ator_class
Quote from Fracture on September 6, 2012, 2:17 amI don't think I am doing it right, im trying to make a floor button kill all cubes that touch it, except one
I don't think I am doing it right, im trying to make a floor button kill all cubes that touch it, except one
Quote from Habzs on September 6, 2012, 2:38 amFracture wrote:I don't think I am doing it right, im trying to make a floor button kill all cubes that touch it, except oneSorry, I meant a filter_activator_name
https://developer.valvesoftware.com/wik ... vator_nameAdd a trigger_multiple above the button.
OnStartTouch > !activator > Kill/DissolveSet the filter to "Disallow entities that match criteria" and filter it to the cube.
Sorry, I meant a filter_activator_name
https://developer.valvesoftware.com/wik ... vator_name
Add a trigger_multiple above the button.
OnStartTouch > !activator > Kill/Dissolve
Set the filter to "Disallow entities that match criteria" and filter it to the cube.

Quote from josepezdj on September 6, 2012, 3:18 am@Fracture: It's kind of complex but I can think of a system to make that happens:
1. Create a filter_activator_name. This is the easiest of the filters if you have to pick one cube amongst several. You'll have to give that cube a name, let's say "activating_cube" and then put that name into the Filter name box in the filter_activator_name properties. Also give the filter a name for example "filter_cube" (naming this is not really necessary in this example though)
2. In order to fizzle the rest of cubes, create a trigger_portal_clanser that covers the button only (think that you don't want to fizzle the surrounding stuff, only what's pressing the button
). Set it to start disabled. Let's name it "cube_fizzler". Remember to check the "physics objects" flag for this trigger
[Let's say for this example that what you want the desired cube to do is to open a door called "main_door"]
SETTINGS
Button Settings:
OnPressed > filter_cube > TestActivator
OnUnPressed > main_door > CloseFilter settings:
OnPass > main_door > Open
OnFail > cube_fizzler > Enable
OnFail > cube_fizzler > Disable / delay: 0.15Hmmm... I think it wasn't so complex after all, right?
@Fracture: It's kind of complex but I can think of a system to make that happens:
1. Create a filter_activator_name. This is the easiest of the filters if you have to pick one cube amongst several. You'll have to give that cube a name, let's say "activating_cube" and then put that name into the Filter name box in the filter_activator_name properties. Also give the filter a name for example "filter_cube" (naming this is not really necessary in this example though)
2. In order to fizzle the rest of cubes, create a trigger_portal_clanser that covers the button only (think that you don't want to fizzle the surrounding stuff, only what's pressing the button ). Set it to start disabled. Let's name it "cube_fizzler". Remember to check the "physics objects" flag for this trigger
[Let's say for this example that what you want the desired cube to do is to open a door called "main_door"]
SETTINGS
Button Settings:
OnPressed > filter_cube > TestActivator
OnUnPressed > main_door > Close
Filter settings:
OnPass > main_door > Open
OnFail > cube_fizzler > Enable
OnFail > cube_fizzler > Disable / delay: 0.15
Hmmm... I think it wasn't so complex after all, right?
Quote from HMW on September 6, 2012, 6:58 amI think you can make it even simpler: instead of using a portal cleanser, send a "dissolve" signal to the cube directly:
- Code: Select all
OnFail ==> !activator Dissolve
I think you can make it even simpler: instead of using a portal cleanser, send a "dissolve" signal to the cube directly:
- Code: Select all
OnFail ==> !activator Dissolve
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Quote from josepezdj on September 6, 2012, 7:58 amHMW wrote:I think you can make it even simpler: instead of using a portal cleanser, send a "dissolve" signal to the cube directly:
- Code: Select all
OnFail ==> !activator Dissolve
Correct
- Code: Select all
OnFail ==> !activator Dissolve
Correct
Quote from Fracture on September 7, 2012, 10:17 pmAlready did basically that exact thing about 5 posts ago. Thanks for the input, though.
I do however got this other problem entirely. which tool do i use to have a brush entity face the player at all times? i imagine its the same one glados uses
Already did basically that exact thing about 5 posts ago. Thanks for the input, though.
I do however got this other problem entirely. which tool do i use to have a brush entity face the player at all times? i imagine its the same one glados uses
Quote from wrathofmobius on September 7, 2012, 11:48 pmUse a func_tank (a brush entity)
Place a logic_auto with the output OnMapSpawn->func_tank->SetTargetEntityName->!player. Check the "Active" flag to have it active from the beginning. I believe you then just parent your brush entity to the func_tank.
Use a func_tank (a brush entity)
Place a logic_auto with the output OnMapSpawn->func_tank->SetTargetEntityName->!player. Check the "Active" flag to have it active from the beginning. I believe you then just parent your brush entity to the func_tank.
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