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Data of prop_-entities

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I am wondering if there's a way to get hold of the data that 'forms' a prop-entity like for instance a prop_button. As far as I can see that's nothing more than a prop_dynamic pointing at the switch model combined with a func_button and two ambient generics. But it has special outputs (and maybe even inputs - didn't check).

Since I couldn't find any trace of the according info I assume that it is somehow coded into the engine. Nonetheless I wonder how Hammer can access that info if it was so. And before I give up my search I wanted to confirm my assumption with someone who probably knows better than me ... i.e. with you guys on this forum!

:cube:

It's programmed into the game engine. You can't change it without creating a whole new mod and having the source files.

Nah ... I don't want to change it, I'm just interested in recreating some features of those point entities like for instance a cube 'arranging' himself on a cube button or the particle effect at the end of a light bridge. I would like to apply these features to prop_dynamics/func_brushes and rebuild the original props manually... and the best way to do that would be to see how Valve did it.

innocentive wrote:
I would like to apply these features to prop_dynamics/func_brushes and rebuild the original props manually... and the best way to do that would be to see how Valve did it.

That's going to be really difficult without the code. For some things you'll probably have to line the walls and floors with a grid of triggers (gel and funnels, to name two).

Falsi sumus crusto!

Ok, I was hoping for a better answer but not really expecting it ... thanks nonetheless. At least I know now that I don't have to chase down that road any more, i.e. looking for the information, and can concentrate on trying to replicate what I see.

On that note, has anyone an idea about how to make a cube slide into the cube button as gently as it happens with a prop_floor_cube_button?

innocentive wrote:
or the particle effect at the end of a light bridge.

You might be able to use HMW's sendificator script for this. You'll need to find the particles and apply them at the end.

As for the button; you could try using a trigger push?

Place a func_clip_vphysics with angled sides, like a bowl, parent it to a func_door and make that func_door elevate if a trigger notices a cube in a special area, for example above the button.

Thanks for those suggestions, Lpfreaky90 and Skotty. I had already tried the point_push method but unfortunately it's not as easy as putting one in the center of the button. The cube just shakes whichever way you put it in and doesn't really move. I'll try a bit more sophisticated approach with the point_push.

And I will try the cliping method. I hadn't thought of elevating the clipping brushes from beneath/inside the button. Sounds very promising!

I'll let you know how my tests went...

innocentive wrote:
On that note, has anyone an idea about how to make a cube slide into the cube button as gently as it happens with a prop_floor_cube_button?

I built a thing like this a while ago, for aligning laser cubes. It's a tray shaped like a cube button, with a moving bottom that sort of jiggles the cube into position. It's attached to this post; you can add it to your map as an instance.
I hope it's the right file; I'm on Linux now so I can't load it up in Hammer to check.

It doesn't have the ability to trigger anything (yet), so if you want it to work as a button, you'll need to ad a separate trigger.

As for the light bridge endpoint effect, I'm fairly sure it is possible to create this with an info_particle_system. I'll see if I can look that one up tomorrow.

(Right now it's time for :snooze:)

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Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

You can do it with a particle system, although I also forget the name. But it has some enable/disable glitches with particles flying to the map's origin.

Falsi sumus crusto!
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