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disc and discreader (how does it work?)

hello,have anyone decompiled a coop map to see how the disc and discreader works?

:potd:

isn't there an instance for it? and if there isn't, can't you do it yourself?

Hear the turret, for it is knell. It summons thee to heaven, or to hell.
p0rtalplayer wrote:
isn't there an instance for it? and if there isn't, can't you do it yourself?

well.... i dont really have time for that(im working on my map) :thumbup:

Just like anything else, part of making something is figuring out how to do it. You can't be "too busy" to figure it out if you're not too busy to work on your map 😛

DAWH95 wrote:
p0rtalplayer wrote:
isn't there an instance for it? and if there isn't, can't you do it yourself?

well.... i dont really have time for that(im working on my map) :thumbup:

You'll get really far with that attitude.

I decompiled and had a look. Its actually rather complex and not an instance. You would have to decompile it yourself and have a look / copy it into your map.

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The setup basically consists of a prop_physics_override for the disc, which you take to the reader. The reader has a trigger in front of it. The trigger detects the disc (using a filter), kills the disc prop and enables another disc in the correct place in front of the reader. This disc is parented to a func_door, which pulls it into the reader model. After this, it plays a movie, via a vgui_movie_display.

There's a bit more to it, effects-wise, but that's the basic setup.