Glass panel- no hard light bridges through?
Quote from Lpfreaky90 on May 16, 2011, 4:49 pmEDIT: SMALL SUMMARY:
Is there an invisible way to prevent a hard light bridge going trough a surface? (which can be enabled and disabled by a button?Hey all,
I almost finished building my first level for portal 2
.
However, I need a thing where, before I press a button, can't get a hard light bridge (hlb) through, and after I pressed the button I SHOULD be able to get a hlb through it.
I first tried to do this with a door, but this is pretty much not done, because the puzzle doesn't like that.
A fizzler doesn't work either.
So I tried the panels, with models/anim_wp/telescope_arm_128/telescope_arm_128x256.mdl being the best so far. But it is very important for the puzzle that the hard light bridge can't go through the panels.
Is there any way I can prevent hard light bridges going trough the telescope_arm_128x256.mdl panel BEFORE it is opened? After it is opened it SHOULD be possible for a HLB to go through it. Or is there an other option to fix this?
Hope my story is clear, and suggestions will be appreciated!
Greetings,
~Lpps: The panels themselves should cover a 256x256 space.
EDIT: SMALL SUMMARY:
Is there an invisible way to prevent a hard light bridge going trough a surface? (which can be enabled and disabled by a button?
Hey all,
I almost finished building my first level for portal 2
.
However, I need a thing where, before I press a button, can't get a hard light bridge (hlb) through, and after I pressed the button I SHOULD be able to get a hlb through it.
I first tried to do this with a door, but this is pretty much not done, because the puzzle doesn't like that.
A fizzler doesn't work either.
So I tried the panels, with models/anim_wp/telescope_arm_128/telescope_arm_128x256.mdl being the best so far. But it is very important for the puzzle that the hard light bridge can't go through the panels.
Is there any way I can prevent hard light bridges going trough the telescope_arm_128x256.mdl panel BEFORE it is opened? After it is opened it SHOULD be possible for a HLB to go through it. Or is there an other option to fix this?
Hope my story is clear, and suggestions will be appreciated!
Greetings,
~Lp
ps: The panels themselves should cover a 256x256 space.
Quote from Lpfreaky90 on May 16, 2011, 6:11 pmfour panels that will cover a 256x256 space are also fine, 16 panels are not an option though =(
four panels that will cover a 256x256 space are also fine, 16 panels are not an option though =(
Quote from Welsh Mullet on May 16, 2011, 6:40 pmWhy not make the wall that the portal is being placed on to get the light bridge into this place non-portal-able until you need it to be? Have it flip between portal and non portal.
Why not make the wall that the portal is being placed on to get the light bridge into this place non-portal-able until you need it to be? Have it flip between portal and non portal.
Quote from Lpfreaky90 on May 16, 2011, 7:13 pmThanks for the suggestion! It might work indeed, time to figure out how to do that
Thanks for the suggestion! It might work indeed, time to figure out how to do that ![]()
Quote from Lpfreaky90 on May 16, 2011, 7:35 pmtools/invisible does block it indeed, however, it also blocks you
Guess I need to make an OnPress -> kill OnUnPress -> create logic thingy to solve this(ps: got frustrated quite a bit after trying to get this working for quite a few hours, haven't figured out how I can kill and respawn a brush with a button, any help is more then welcome
)
tools/invisible does block it indeed, however, it also blocks you ![]()
Guess I need to make an OnPress -> kill OnUnPress -> create logic thingy to solve this ![]()
(ps: got frustrated quite a bit after trying to get this working for quite a few hours, haven't figured out how I can kill and respawn a brush with a button, any help is more then welcome
)
Quote from Welsh Mullet on May 16, 2011, 7:42 pmOr make it move out of the way, say, parent it to something (like glass) that physically moves out of the way, to tell the player they can use it now. And if you do use it, consider introducing it to the player between the lift and the puzzle. Maybe have a walkway with the mechanic meing shown below/above.
Or make it move out of the way, say, parent it to something (like glass) that physically moves out of the way, to tell the player they can use it now. And if you do use it, consider introducing it to the player between the lift and the puzzle. Maybe have a walkway with the mechanic meing shown below/above.
Quote from Lpfreaky90 on May 16, 2011, 8:17 pmMoving it out of the way is the effect I want to achieve, the glass panels should move out of the way.
However, when I make a func_brush, attach it to the telescope_arm_128x256.mdl; it will just stay in the place it used to be =/Basicly it's like
If (button == pressed)
pannel = false (open)
nohlb = false
else
pannel = true (closed)
nohlb = trueThe pannels are fixed, I need a no-hlb solution.
Another option, suggested before is changing a non-portal surface (non-pressed button) to a portalable (is that even a word?!) surface. But I have no clue how to do this
Hope someone can help me further with this one
~Lp
Moving it out of the way is the effect I want to achieve, the glass panels should move out of the way.
However, when I make a func_brush, attach it to the telescope_arm_128x256.mdl; it will just stay in the place it used to be =/
Basicly it's like
If (button == pressed)
pannel = false (open)
nohlb = false
else
pannel = true (closed)
nohlb = true
The pannels are fixed, I need a no-hlb solution.
Another option, suggested before is changing a non-portal surface (non-pressed button) to a portalable (is that even a word?!) surface. But I have no clue how to do this ![]()
Hope someone can help me further with this one ![]()
~Lp
Quote from BaDOS on May 17, 2011, 3:42 amJust disable the func_brush when you don't need it there, and enable it when you do.
Just disable the func_brush when you don't need it there, and enable it when you do.
|BaDOS64 - Beta System Test - Candidate version 0.0.3
|---------------------------------------------------------|
B:\>cd system
B:\system>io_startup
loading. . .
Good afternoon, gentlemen.
Quote from DaMaGepy on May 17, 2011, 5:09 amye use func_brush and enable/disable it (dont know if its solidity is set to not solid that can block lightbridge or not). btw only use invisible for invisible walls, playerclip or clip is sometimes better.
I wanted the opposite on my map: player cant pass, only the lightbridge, but never tried this
ye use func_brush and enable/disable it (dont know if its solidity is set to not solid that can block lightbridge or not). btw only use invisible for invisible walls, playerclip or clip is sometimes better.
I wanted the opposite on my map: player cant pass, only the lightbridge, but never tried this ![]()

