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Cube problem !

Hello everyone, here's my problem (which really seems to be a bug):

I'm making a self powered laser cube (see video below), everything seems fine, but the cube keeps dropping from the player's hands several seconds (always the same amount of time apparently) after picking it up ...

Has anyone had the same problem before ? (it's not happening with the other cubes i made)

I think i tried everything ...

Here's the vid :
Interesting thing is that if i stand still it stays in my hands, if i move again it falls ...

OMREdf8HzAk
(in the vid i'm only picking the box, it always drops by itself)
The only logs in the console are :

env_portal_laser(.PAVCBaseEntity@@) thinking for 10.79 ms!!!
env_portal_laser(.PAVCBaseEntity@@) thinking for 16.69 ms!!!

1. What entity is the cube?
2. What model is the laser using?
3. Do you have any extra inputs/outputs on either of them?

On a related note, the laser firing device isn't really meant to be that mobile. You should expect problems.

Hear the turret, for it is knell. It summons thee to heaven, or to hell.

Are you using the reflectocube for the emitter's model, or are you parenting an invisible emitter to the reflectocube?

As an aside, you should have the invisible laser emitter be "behind" the cube, so that the cube is glowing. It would visually be more obvious that it's powered on, I think.

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p0rtalplayer wrote:
1. What entity is the cube?
2. What model is the laser using?
3. Do you have any extra inputs/outputs on either of them?

On a related note, the laser firing device isn't really meant to be that mobile. You should expect problems.

1. prop_weighted_cube
2. env_portal_laser
3. nope no input whatsoever, the entities have all their properties to the default values (but the parent for the laser, and it's skin (new skin on : reflective)

msleeper wrote:
Are you using the reflectocube for the emitter's model, or are you parenting an invisible emitter to the reflectocube?

As an aside, you should have the invisible laser emitter be "behind" the cube, so that the cube is glowing. It would visually be more obvious that it's powered on, I think.

Yes i am : the emitter has a reflectocube model and is attached to the cube only by the parent's prop. I will tune later on the cosmetic side to have it glow of course, but can you tell me how do you manage to create an invisible laser emitter ? i couldn't manage to achieve such a thing ...

Everything seems fine (the lag is only due to Fraps in the vid), i'll post screenshots of the entities' properties tonight when i'll be at home.

Thanks for the answers by the way.

You should set the emitter model to one without a collision mesh (and preferably with no visible geometry either).

I used models/ballbot_animations.mdl for the emitter and placed it just behind the cube.

As for the visuals: I found that if the laser is initially active and points towards a cube by design then the cube won't light up - you can work around that by setting the emitter's initial state to off and then activate it using a logic_auto after the map has initialized.

Edit: I just took a closer look at it and it turns out the emitter's effect is being drawn at the map origin. Console tells me the emitter model will need an attachment 'laser_attachment'.

You can either work around this by excluding the origin from your playable map area or fix it by creating a simple model that has this attachment.
Be careful though: If you use the custom model then the emitter's effect might get rendered above the cube which may look odd

I'll try that, hope it'll resolve the dropping problem ...
If not i'll just drop the idea i think ... it would have been a good idea of a rechargeable laser cube that you can use only a limited time before having to recharge it at a specific location ....

Omega472 wrote:
I used models/ballbot_animations.mdl for the emitter and placed it just behind the cube.

It worked well ! and it solved the dropping problem. Everything works fine except ...

The console bursts with a sh*tload of error msg (like 50/sec) saying :

CModelRenderSystem::SetupFlashlightsAndDecals sorted model list count incorrect! A model was probably unable to load!

Do someone know how to fix this and if it matters ?

It seems to be related to the animations mdl that misses the mesh ...

It's annoying but it's a harmless error that can be ignored.

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Ok thanks.