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Lasers in co-op vs singleplayer

I've noticed that thermal discouragement beams seem to be a lot more 'generous' in co-op - if the portals and cubes aren't lined up 100% correctly, the laser will come out of the emitter at a strange angle in order to connect with the receptor. In particular I've noticed this when building the same map as a single-player and as a co-op in the puzzle editor.

I was wondering if anyone could tell me whether it's possible with Hammer to make lasers behave like this in a single-player level, or whether this behaviour is contained entirely within the game mode and nothing to do with the settings within the map?

I have seen a bit of laser bending in singleplayer, when no cubes are involved, but as far as I know it's hardcoded into the game, and impossible to recreate or disable.

But I could be wrong.

EDIT: And I am wrong. But I learnt something!

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I think this actually may have something to do with the settings of the laser. I believe it is called "Auto Aim" and works together in order to 'snap' to the receptacles.

If a prop_laser_catcher isnt doing what you want it to do, try a point_laser_target. It seems to mention that it will try to snap the laser when Terminal Point is enabled.

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I think the Terminal Point snapping is what the laser catcher does already (and relays don't), but I could also be wrong.

Falsi sumus crusto!

I think the difference may actually be with the laser cubes - when you're holding a cube to aim the laser, I'm almost certain the laser will snap to a receptor from a wider angle in co-op than single-player.

In any case, I was able to get my level working more reliably by the simpler expedient of adding a slight delay to the effect of deactivating the laser receptors. The map is here if anyone's interested (it was made in the puzzle editor apart from that one change.)