cube/sphere socket question
Quote from HMW on June 18, 2012, 2:37 pmFelixGriffin wrote:Essentially I want to block your Sendificator's beams.![]()
I'll look through that list.
If you want a filtering window of some kind that lets the normal laser through, but blocks the sendificator, that's super easy: just make a glass pane that is more than 1 unit thick
The env_laser I use doesn't go through glass. The script does some extra probing to work around that, and by default it is configured to trace through glass (or any other solid geometry for that matter) that is one unit thick or less.
(Make sure you get the latest source, earlier versions work differently.)

I'll look through that list.
If you want a filtering window of some kind that lets the normal laser through, but blocks the sendificator, that's super easy: just make a glass pane that is more than 1 unit thick
The env_laser I use doesn't go through glass. The script does some extra probing to work around that, and by default it is configured to trace through glass (or any other solid geometry for that matter) that is one unit thick or less.
(Make sure you get the latest source, earlier versions work differently.)
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from FelixGriffin on June 18, 2012, 8:38 pmAh! Cool! Where can I get the latest source?
Mine is configured to send a portal-beam through special laser cubes, and I'm trying to find a way to block it with fizzlers. I'm thinking I'll just make the fizzler solid until the player's touching it.
Ah! Cool! Where can I get the latest source?
Mine is configured to send a portal-beam through special laser cubes, and I'm trying to find a way to block it with fizzlers. I'm thinking I'll just make the fizzler solid until the player's touching it.
Quote from HMW on June 19, 2012, 4:59 pmFelixGriffin wrote:Ah! Cool! Where can I get the latest source?http://dl.dropbox.com/u/51831059/Portal ... _v4_src.7z
FelixGriffin wrote:Mine is configured to send a portal-beam through special laser cubes, and I'm trying to find a way to block it with fizzlers. I'm thinking I'll just make the fizzler solid until the player's touching it.That should work fine! However you can make things easier for yourself by adding a generic output in the script, just like @sendtor_tel_fx, @sendtor_gen_fx etcetera, but fire it before the trace begins instead of after. (trace_start() would be a good place.)
Then add a single relay that briefly enables func_brushes wherever you want to block the beam, give it the correct name, and it will do its job fully automatically!(BTW this thread is now officially derailed
)
http://dl.dropbox.com/u/51831059/Portal ... _v4_src.7z
That should work fine! However you can make things easier for yourself by adding a generic output in the script, just like @sendtor_tel_fx, @sendtor_gen_fx etcetera, but fire it before the trace begins instead of after. (trace_start() would be a good place.)
Then add a single relay that briefly enables func_brushes wherever you want to block the beam, give it the correct name, and it will do its job fully automatically!
(BTW this thread is now officially derailed )
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from FelixGriffin on June 19, 2012, 6:27 pmGood idea. I might also make the portal-through-fizzler thing a test element, and actually build in visible doors (as in, you step into the middle, and one side closes before the oher opens) in cases like the exit hallway.
I hope you don't mind that I'm using your script. I can't believe you thought of actually tracking the location of the ending sprite to do clipping detection. I was just going to use a tracktrain and find entities in a sphere at each step.
Good idea. I might also make the portal-through-fizzler thing a test element, and actually build in visible doors (as in, you step into the middle, and one side closes before the oher opens) in cases like the exit hallway.
I hope you don't mind that I'm using your script. I can't believe you thought of actually tracking the location of the ending sprite to do clipping detection. I was just going to use a tracktrain and find entities in a sphere at each step.
Quote from HMW on June 20, 2012, 4:12 pmFelixGriffin wrote:I hope you don't mind that I'm using your script. I can't believe you thought of actually tracking the location of the ending sprite to do clipping detection. I was just going to use a tracktrain and find entities in a sphere at each step.The end sprite trick actually dates back to Portal 1 and the laser redirection part of Try Anything Twice. It was the one thing that finally worked reliably, after a lot of horsing around with lots of triggers, grids of miniscule damage-sensitive buttons, extreme-velocity pelting of tiny physbox cubes and, indeed, tracktrains.
I scrounged every fucking corner of the Source engine before coming up with that solution.Of course you can use the script. That's why I uploaded the source, so people can make more cool stuff!
I'm looking forward to see what you're making!
The end sprite trick actually dates back to Portal 1 and the laser redirection part of Try Anything Twice. It was the one thing that finally worked reliably, after a lot of horsing around with lots of triggers, grids of miniscule damage-sensitive buttons, extreme-velocity pelting of tiny physbox cubes and, indeed, tracktrains.
I scrounged every fucking corner of the Source engine before coming up with that solution.
Of course you can use the script. That's why I uploaded the source, so people can make more cool stuff!
I'm looking forward to see what you're making!
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from FelixGriffin on June 20, 2012, 9:00 pmDemo ready! Map coming soon.
Here's the cube:
http://steamcommunity.com/id/FelixGriff ... tab=public
http://steamcommunity.com/id/FelixGriff ... tab=publicAnd here's the instance:
Felix's WIP UploadsFor use with my customizable box droppers, or just an env_entity_maker. I have a cool test in the works for it.
Demo ready! Map coming soon.
Here's the cube:
http://steamcommunity.com/id/FelixGriff ... tab=public
http://steamcommunity.com/id/FelixGriff ... tab=public
And here's the instance:
Felix's WIP Uploads
For use with my customizable box droppers, or just an env_entity_maker. I have a cool test in the works for it.

Quote from BenVlodgi on June 21, 2012, 2:02 amFelixGriffin wrote:Demo ready! Map coming soon.Here's the cube:
http://steamcommunity.com/id/FelixGriff ... tab=public
http://steamcommunity.com/id/FelixGriff ... tab=publicAnd here's the instance:
Felix's WIP UploadsFor use with my customizable box droppers, or just an env_entity_maker. I have a cool test in the works for it.
cool, whats it for?
Here's the cube:
http://steamcommunity.com/id/FelixGriff ... tab=public
http://steamcommunity.com/id/FelixGriff ... tab=public
And here's the instance:
Felix's WIP Uploads
For use with my customizable box droppers, or just an env_entity_maker. I have a cool test in the works for it.
cool, whats it for?
Quote from FelixGriffin on June 21, 2012, 11:16 amThe Portal Deflection Cubes. As soon as I finish my test chamber, I'll release a better version in with that. Argh, destroyed ceilings are hard to build!
The Portal Deflection Cubes. As soon as I finish my test chamber, I'll release a better version in with that. Argh, destroyed ceilings are hard to build!