filter damage drown
Quote from gallardo on August 23, 2011, 4:58 amHow do I negate the drown damage when the player is in water in Portal 2?
I use a logic_playerproxy linked to a filter_damagetype with the type=DROWN and mode=disallow, but I still hear the sounds of the player being damaged...
Any ideas?
How do I negate the drown damage when the player is in water in Portal 2?
I use a logic_playerproxy linked to a filter_damagetype with the type=DROWN and mode=disallow, but I still hear the sounds of the player being damaged...
Any ideas?
Quote from iWork925 on August 23, 2011, 5:57 amCan't you just get rid of the trigger_hurt??
Can't you just get rid of the trigger_hurt??

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Quote from Rubrica on August 23, 2011, 7:01 amWell, the only way the player should be receiving damage in the first place is if you've placed a trigger_hurtin the water. The water, on it's own, shouldn't damage the player.
Well, the only way the player should be receiving damage in the first place is if you've placed a trigger_hurtin the water. The water, on it's own, shouldn't damage the player.
Quote from gallardo on August 23, 2011, 7:21 ammy fault by omitting that it's func_water_analog that I'm using, which doesn't require a tr_hurt.
my fault by omitting that it's func_water_analog that I'm using, which doesn't require a tr_hurt.
Quote from gallardo on August 23, 2011, 8:03 ambtw, which water/slime material doesn't drown the player? glados_cheap and toxicslime002a do it...
I suspect you meant that no water/slime kills you immediately, so they used a tr_hurt to accelerate the process.
btw, which water/slime material doesn't drown the player? glados_cheap and toxicslime002a do it...
I suspect you meant that no water/slime kills you immediately, so they used a tr_hurt to accelerate the process.
Quote from Rubrica on August 23, 2011, 8:28 amUnless you're making water that moves, there's no need for a func_water_analog. If you are... I don't know how to help you. Sorry.
Unless you're making water that moves, there's no need for a func_water_analog. If you are... I don't know how to help you. Sorry.
Quote from gallardo on August 23, 2011, 8:43 amyeah, it doesn't matter if it's func_water_analog or not, it remains that the usual method for negating damage types doesn't work, for drown at least.
yeah, it doesn't matter if it's func_water_analog or not, it remains that the usual method for negating damage types doesn't work, for drown at least.
Quote from Vordwann on August 23, 2011, 9:34 amNone of the slime textures deal damage. You need a trigger_hurt for that.
None of the slime textures deal damage. You need a trigger_hurt for that.
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Quote from gallardo on August 23, 2011, 10:08 amplease, read again.
Just to say, also the other way doesn't work: trigger with onstarttouch !activator setdamagefilter filter_name
please, read again.
Just to say, also the other way doesn't work: trigger with onstarttouch !activator setdamagefilter filter_name
