Not sure if this has been posted before...
Quote from P0rtalFTW on December 30, 2013, 5:07 pmI also don't know if this is the right place to post this... But I've made a testing element, the laser cube. https://www.youtube.com/watch?v=f_KM5acD3B8 It took me a while to figure out how to make the laser, even longer on why the the cube kept being dropped. But I've nailed it down, and this is what's become. If you want I could upload the .vmf so you can use it in your map.
I also don't know if this is the right place to post this... But I've made a testing element, the laser cube. https://www.youtube.com/watch?v=f_KM5acD3B8 It took me a while to figure out how to make the laser, even longer on why the the cube kept being dropped. But I've nailed it down, and this is what's become. If you want I could upload the .vmf so you can use it in your map.
Quote from FelixGriffin on December 30, 2013, 5:46 pmHow did you get this to work? I thought anything inheriting from CProjectorBase needed to be turned off and on again to project from a new location.
If you could send me the VMF I would like to see how you did this, it would help greatly with my mirrors.
How did you get this to work? I thought anything inheriting from CProjectorBase needed to be turned off and on again to project from a new location.
If you could send me the VMF I would like to see how you did this, it would help greatly with my mirrors.
Quote from User on December 30, 2013, 7:11 pmFelixGriffin wrote:How did you get this to work? I thought anything inheriting from CProjectorBase needed to be turned off and on again to project from a new location.If you could send me the VMF I would like to see how you did this, it would help greatly with my mirrors.
or just parenting a env_portal_laser (with collisions&draw of) to the cube? Or am i wrong,
If you could send me the VMF I would like to see how you did this, it would help greatly with my mirrors.
or just parenting a env_portal_laser (with collisions&draw of) to the cube? Or am i wrong,
Quote from FelixGriffin on December 30, 2013, 7:55 pmTheTobbell wrote:or just parenting a env_portal_laser (with collisions&draw of) to the cube? Or am i wrong,I know it doesn't work with light bridges, and I don't think it works with lasers. If the projector moves while it's turned on, the projection just stays where it is. There might be special code in there to allow movable lasers for the purpose of pivot cubes, but I won't be able to check until next week.
I know it doesn't work with light bridges, and I don't think it works with lasers. If the projector moves while it's turned on, the projection just stays where it is. There might be special code in there to allow movable lasers for the purpose of pivot cubes, but I won't be able to check until next week.

Quote from TeamSpen210 on December 30, 2013, 8:23 pmenv_portal_lasers work fine when parented.
env_portal_lasers work fine when parented.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from CamBen on December 31, 2013, 12:44 pmFelixGriffin wrote:TheTobbell wrote:or just parenting a env_portal_laser (with collisions&draw of) to the cube? Or am i wrong,I know it doesn't work with light bridges, and I don't think it works with lasers. If the projector moves while it's turned on, the projection just stays where it is. There might be special code in there to allow movable lasers for the purpose of pivot cubes, but I won't be able to check until next week.
A way around this is to parent both the prop_wall_projecter and the projected_wall_entity (as I think it's called) to the thing you want to move, then once its done moving, disable then enable the projecter. Now you have an almost seamless transition.
The way to find entity names that aren't in hammer is easy, just aim at the entity, then type "ent_fire !picker setparent jfjfncj"
The parent is invalid, so it will give you a message in the console saying:
"Prop_rocket_projectile has invalid parent 'jfjjfncj'"
I know it doesn't work with light bridges, and I don't think it works with lasers. If the projector moves while it's turned on, the projection just stays where it is. There might be special code in there to allow movable lasers for the purpose of pivot cubes, but I won't be able to check until next week.
A way around this is to parent both the prop_wall_projecter and the projected_wall_entity (as I think it's called) to the thing you want to move, then once its done moving, disable then enable the projecter. Now you have an almost seamless transition.
The way to find entity names that aren't in hammer is easy, just aim at the entity, then type "ent_fire !picker setparent jfjfncj"
The parent is invalid, so it will give you a message in the console saying:
"Prop_rocket_projectile has invalid parent 'jfjjfncj'"
Aperture Science: We do our science asbestos we can!
Quote from FelixGriffin on December 31, 2013, 6:35 pmBut how do you target the projected_wall_entity? I haven't had much success detecting them in the past unless the trigger was right in front of a portal.
But how do you target the projected_wall_entity? I haven't had much success detecting them in the past unless the trigger was right in front of a portal.
Quote from CamBen on December 31, 2013, 10:05 pmI haven't successfully found a way to trigger them yet either, only fire outputs via a point_servercommand
I haven't successfully found a way to trigger them yet either, only fire outputs via a point_servercommand
Aperture Science: We do our science asbestos we can!