Excursion Funnels and grates
Quote from jedilink25 on August 16, 2011, 6:35 pmI'm sure this has happened to everyone... you think of a great way to do a puzzle and then realize you can't do it. Well, I just realized I've just hit this road block. Basically, the final room in my map requires excursion funnels to pass through grates. This is a huge part of the map, and it's virtually worthless without this feature. Unfortunately, it seems excursion funnels do not work through grates. Does anyone know of a work around or alternative to this? Basically, I need some texture that allows the excursion funnel and portal-gun shots to pass through, but not the player or physics objects. Does this exist or is this even possible?
Thanks
Erik
Some screenshots of what's happening and an idea of what I want to happen:
https://lh5.googleusercontent.com/-ieqZKTVeIxg/TkrutQy524I/AAAAAAAAAek/n15GIOE_meA/s800/2011-08-16_00002.jpg
https://lh4.googleusercontent.com/-yhz87RVueCI/Tkruth0v6VI/AAAAAAAAAeo/-j1ALUXjmNE/s800/2011-08-16_00001.jpg
I'm sure this has happened to everyone... you think of a great way to do a puzzle and then realize you can't do it. Well, I just realized I've just hit this road block. Basically, the final room in my map requires excursion funnels to pass through grates. This is a huge part of the map, and it's virtually worthless without this feature. Unfortunately, it seems excursion funnels do not work through grates. Does anyone know of a work around or alternative to this? Basically, I need some texture that allows the excursion funnel and portal-gun shots to pass through, but not the player or physics objects. Does this exist or is this even possible?
Thanks
Erik
Some screenshots of what's happening and an idea of what I want to happen:
https://lh5.googleusercontent.com/-ieqZKTVeIxg/TkrutQy524I/AAAAAAAAAek/n15GIOE_meA/s800/2011-08-16_00002.jpg
https://lh4.googleusercontent.com/-yhz87RVueCI/Tkruth0v6VI/AAAAAAAAAeo/-j1ALUXjmNE/s800/2011-08-16_00001.jpg
Quote from spongylover123 on August 16, 2011, 6:46 pmFirst, make a block with 0 units thick and with the grate texture, then tie it to a func_detail, and turn of collisions and solidity. Then creating a block with a player clip and tie it to a func_detail but no collisions or solidity
First, make a block with 0 units thick and with the grate texture, then tie it to a func_detail, and turn of collisions and solidity. Then creating a block with a player clip and tie it to a func_detail but no collisions or solidity
Quote from Will T. on August 16, 2011, 6:55 pmUse func_brush instead of func_detail (func_detail doesn't have solidity options). Also you can't make a brush 0 units thick, so just make it 16 or so. Thickness doesn't actually matter except visually if you're making it non-solid.
Also add a standard playerclip brush (not tied to an entity) and a func_clip_vphysics brush in the same space as the grate. This will prevent cubes and such from going through.
Use func_brush instead of func_detail (func_detail doesn't have solidity options). Also you can't make a brush 0 units thick, so just make it 16 or so. Thickness doesn't actually matter except visually if you're making it non-solid.
Also add a standard playerclip brush (not tied to an entity) and a func_clip_vphysics brush in the same space as the grate. This will prevent cubes and such from going through.
Quote from jedilink25 on August 16, 2011, 7:41 pmHey, thanks a bunch guys!!! Works like a charm.
Erik
Hey, thanks a bunch guys!!! Works like a charm.
Erik
Quote from satchmo on August 16, 2011, 8:35 pmWhy go through all the trouble of setting up complicated brushes?
A light bridge does exactly that, and it does not need any explanation to the player.
Why go through all the trouble of setting up complicated brushes?
A light bridge does exactly that, and it does not need any explanation to the player.
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Quote from morrock on August 16, 2011, 8:52 pmI've always thought it didn't make sense for an excursion funnel to go through a light bridge. The player may also think the lightbridge is supposed to be used for something and get frustrated if it doesn't end up on a portalable surface, it is a test element after all.
I've always thought it didn't make sense for an excursion funnel to go through a light bridge. The player may also think the lightbridge is supposed to be used for something and get frustrated if it doesn't end up on a portalable surface, it is a test element after all.
Quote from spongylover123 on August 16, 2011, 9:16 pmThe difference between a hard light bridge and a grate is that the player might think there is a use for it, and I don't think excursion funnels can go through them
The difference between a hard light bridge and a grate is that the player might think there is a use for it, and I don't think excursion funnels can go through them
Quote from Random on August 16, 2011, 10:33 pmIn the same vein, do you think players would be confused if I had a button that turns off a lightbridge that a funnel passes through? The bridge would essentially block objects/players from passing through until the button is pressed. The button and indicator strips will be clearly visible, so I'm hoping everyone would understand.
The same thing could be accomplished with a moving grate, but a lightbridge seems more practical to me.
In the same vein, do you think players would be confused if I had a button that turns off a lightbridge that a funnel passes through? The bridge would essentially block objects/players from passing through until the button is pressed. The button and indicator strips will be clearly visible, so I'm hoping everyone would understand.
The same thing could be accomplished with a moving grate, but a lightbridge seems more practical to me.
Quote from Vordwann on August 16, 2011, 11:52 pmI think he wants it so you can't funnel yourself to the funnel emitter, an off limits area of the puzzle.
I think he wants it so you can't funnel yourself to the funnel emitter, an off limits area of the puzzle.
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