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filter damage drown

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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?

Can't you just get rid of the trigger_hurt??

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"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."

which trigger_hurt???

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.

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my fault by omitting that it's func_water_analog that I'm using, which doesn't require a tr_hurt.

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.

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.

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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.

None of the slime textures deal damage. You need a trigger_hurt for that.

My Maps:
[spoiler][SP] Alternate[/spoiler]

please, read again.

Just to say, also the other way doesn't work: trigger with onstarttouch !activator setdamagefilter filter_name

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