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Button and trigger exclusions

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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?

Just when I think I understand the system, it changes on me.

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

I don't think I am doing it right, im trying to make a floor button kill all cubes that touch it, except one

Just when I think I understand the system, it changes on me.
Fracture wrote:
I don't think I am doing it right, im trying to make a floor button kill all cubes that touch it, except one

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.

thanks, got it working

Just when I think I understand the system, it changes on me.

@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 :wink: ). Set it to start disabled. Let's name it "cube_fizzler". Remember to check the "physics objects" flag for this trigger :wink:

[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? :D

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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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HMW 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 :thumbup:

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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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

Just when I think I understand the system, it changes on me.

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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