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Laser catcher graphical glitch

I have a laser catcher that, when first activated, doesn't show the correct effects for being activated. When I use a cube to block it, though, and then remove the cube, it shows correctly. Screenshot below.

The catcher is activated by a laser directly that is powered when the map starts, which may have something to do with the problem.

Turn on the laser when the player enters the room, rather than at the start? It will look more interesting and allow the particles to initialize.

Falsi sumus crusto!

I will try that.

My problem is that sometimes the catchers activate but they stay blue, and then sometimes they work fine and they change skin to activated (yellow)

-= Check out my maps: workshop, and their .vmf sources: homepage =-
DaMaGepy wrote:
My problem is that sometimes the catchers activate but they stay blue, and then sometimes they work fine and they change skin to activated (yellow)

That happens when you change the model. If you're using the Centre model, use Skin 1 and 0 inputs to change it's colour.

If you'd like it to seem like it starts on spawn, use a logic_auto to turn it on about one tenth of a second after the player spawns.
EDIT: This posted twice, I don't know why. Sorry about that.. heh..

Online daters be like:
Guy: Hey dure i will date u
Girl: sure

If you'd like it to seem like it starts on spawn, use a logic_auto to turn it on about one tenth of a second after the player spawns.

Online daters be like:
Guy: Hey dure i will date u
Girl: sure

Actually I did try that, but for some reason it still happened. Turning it on when the player walks in worked.