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Giant portalable cube? [CLOSED]

So I really really really want to have a giant cube element that is portalable.
You wouldn't be able to pick it up, but you could manipulate it with funnels, and by having sv_allow_mobile_portals 1 I think anyone could make some REALLY interesting puzzles with a mechanic like this.

However, I can't seem to get this done with func_brush & func_physbox despite various arrangements I've tried. Is there anyway to make an invisible, non-solid entity that IS portalable? Or if anyone can think of another way to get this done I'd love to hear it. This is what I've discovered so far:

- If the physbox is not exposed to the outside of the func_brush, the funnel won't move it. Func_brush is considered brush geometry by the funnel and thus blocks it
- If the physbox IS exposed, the cube exhibits strange behavior when a funnel comes out of it. Usually this results in the cube pushing itself with the funnel, because the hitboxes on funnel movement are not precise. Ideally, the cube should be lifted when the funnel comes AT it, but sit like a log when the funnel comes OUT of it.

Thoughts, anyone?

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Oh so you want a movable cube which you can put portals on... sounds nifty...

I would disable the func_brush's motion when a portal is placed on your portable cube therefore it cannot move with the funnel when a portal is on it.. Create a func_portal_detector on the each portable faces on your cube (tie it to the same func_portal_detector) and use the OnStartTouchPortal output to disable your cubes motion and the OnEndTouchPortal output to enable the motion again.

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The problem with that approach is that if you applied a portal to the cube while it was in the funnel, it would just freeze in mid-air...

There's no way to make a physics object ignore excursion funnels, is there? That would be helpful.

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I tried this before, due to the glitchiness of moving portals, props can't go through, and you will get a high amount of momentum if you go in it.

torquestomp wrote:
The problem with that approach is that if you applied a portal to the cube while it was in the funnel, it would just freeze in mid-air...

There's no way to make a physics object ignore excursion funnels, is there? That would be helpful.

If the cube is inside the funnel and you want to place portals on it... that would be difficult. However you could always enable some kind of invisible fizzler around the cube if it is off the ground (as in put a trigger on the ground which the cube will touch if it was on the ground).

I would suggest avoiding the mobile portal command if possible.

?????????????????????????????TWP Releases | My Workshop

Alright:

So even if we compromise and say no to moving portals, we still have problems with the cube.
I tried making the physbox a cube-frame, one that doesn't even come within 10 units of the func_brush that can be portalled; however, when I fire a portal at the func_brush, for some reason the physbox thinks it is experiencing a gust of wind, and wiggles a tiny tiny bit, destroying the portal.

I am still struggling to find an arrangement where the physbox can react to funneling while the func_brush accepts portals; and at this point I'm considering the idea of letting the Player just pick up the cube without the funnel. Too bad there is no gravity gun in Portal 2 :(

If there was some mechanism by which I could know when the physbox was at rest (naturally), I think I could do this with a crafty workaround...

Need more ideas! Thanks for the input so far.

Check out my mapping project!

PM me if you want to co-op on a map design. Love this game!
torquestomp wrote:
Alright:

So even if we compromise and say no to moving portals, we still have problems with the cube.
I tried making the physbox a cube-frame, one that doesn't even come within 10 units of the func_brush that can be portalled; however, when I fire a portal at the func_brush, for some reason the physbox thinks it is experiencing a gust of wind, and wiggles a tiny tiny bit, destroying the portal.

I am still struggling to find an arrangement where the physbox can react to funneling while the func_brush accepts portals; and at this point I'm considering the idea of letting the Player just pick up the cube without the funnel. Too bad there is no gravity gun in Portal 2 :(

If there was some mechanism by which I could know when the physbox was at rest (naturally), I think I could do this with a crafty workaround...

Need more ideas! Thanks for the input so far.

I forget if it is physboxes that have player holding outputs, but you could attempt to make it always disable motion via a timer if it's velocity is very near-0 (Trigger_Catapult parented to the cube can detect this) unless the player is holding it.

If the player cannot hold the prop you'll need to add alot more checks, and IDK how you'd even do it with funnels...

Image

I tried the disable motion thing but the problem is that it's then impossible to get it moving again :(
Apparently the 'LinearForce' of an excursion funnel isn't actually considered a force by physics objects, and there is no sane way detect the presence of a funnel in an area.

Looks like this idea has to be put to rest for now.

Check out my mapping project!

PM me if you want to co-op on a map design. Love this game!