Lasers in co-op vs singleplayer
Quote from Solid Jim on March 17, 2013, 8:33 pmI'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'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?
Quote from srs bsnss on March 18, 2013, 4:49 amI 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!
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!

Quote from ChickenMobile on March 18, 2013, 5:45 amI 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.
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.
Quote from FelixGriffin on March 24, 2013, 8:02 pmI think the Terminal Point snapping is what the laser catcher does already (and relays don't), but I could also be wrong.
I think the Terminal Point snapping is what the laser catcher does already (and relays don't), but I could also be wrong.
Quote from Solid Jim on March 25, 2013, 3:58 amI 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.)
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.)