Pneumatic Diversity Vent
Quote from Lostprophetpunk on July 2, 2011, 4:19 amHeya there,
I have followed the tutorial on the Valve Developer Community Wiki. However, when I went to test my vent, the turrets get sucked up but hover just below the entrance to the vent, meaning they are not sucked up through the vent.
I have attached a screenshot of the turret floating.
2011-07-02_00002.jpg
Heya there,
I have followed the tutorial on the Valve Developer Community Wiki. However, when I went to test my vent, the turrets get sucked up but hover just below the entrance to the vent, meaning they are not sucked up through the vent.
I have attached a screenshot of the turret floating.
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Quote from ChickenMobile on July 2, 2011, 10:34 amPut the trigger_push's force right up, that was the turret will fly faster and be able to gain height.
Put the trigger_push's force right up, that was the turret will fly faster and be able to gain height.
Quote from Lostprophetpunk on July 2, 2011, 11:18 amchickenmobile wrote:Put the trigger_push's force right up, that was the turret will fly faster and be able to gain height.Thank you for the help. I set the value to 3000.
However, the other trigger_push I have that carries the turret along the tube, no matter what direction I set it to (the force is 3000 same as the other one), it will not move along the tube, they just get stuck near the top of the curved tube.
Thank you for the help. I set the value to 3000.
However, the other trigger_push I have that carries the turret along the tube, no matter what direction I set it to (the force is 3000 same as the other one), it will not move along the tube, they just get stuck near the top of the curved tube.
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Quote from ChickenMobile on July 2, 2011, 11:56 amLostprophetpunk wrote:chickenmobile wrote:Put the trigger_push's force right up, that was the turret will fly faster and be able to gain height.Thank you for the help. I set the value to 3000.
However, the other trigger_push I have that carries the turret along the tube, no matter what direction I set it to (the force is 3000 same as the other one), it will not move along the tube, they just get stuck near the top of the curved tube.
Change the push direction. Using the 'point at' helper doesn't work, so you need to put in the values manually. Usually the little circle is a good guide and can help if you don't need it to go diagonal.
Make sure that you create 2 different push entities otherwise it will push in the same direction.It may be easier to overlap the pushes at the corners instead of creating a diagonal push, this will reduce the amount of ent data in the map and less work
![]()
Hope this helps.
Thank you for the help. I set the value to 3000.
However, the other trigger_push I have that carries the turret along the tube, no matter what direction I set it to (the force is 3000 same as the other one), it will not move along the tube, they just get stuck near the top of the curved tube.
Change the push direction. Using the 'point at' helper doesn't work, so you need to put in the values manually. Usually the little circle is a good guide and can help if you don't need it to go diagonal.
Make sure that you create 2 different push entities otherwise it will push in the same direction.
It may be easier to overlap the pushes at the corners instead of creating a diagonal push, this will reduce the amount of ent data in the map and less work
Hope this helps.
Quote from Lostprophetpunk on July 2, 2011, 1:05 pmchickenmobile wrote:.Change the push direction. Using the 'point at' helper doesn't work, so you need to put in the values manually. Usually the little circle is a good guide and can help if you don't need it to go diagonal.
Make sure that you create 2 different push entities otherwise it will push in the same direction.It may be easier to overlap the pushes at the corners instead of creating a diagonal push, this will reduce the amount of ent data in the map and less work
![]()
Hope this helps.
I did already create two different push entities which overlap each other. Also, I have tried many combinations of '90' and '-90' for the settings, but the turrets just get stuck in the top of the curved turret.
Maybe this screenshot will help.
screen.png
Make sure that you create 2 different push entities otherwise it will push in the same direction.
It may be easier to overlap the pushes at the corners instead of creating a diagonal push, this will reduce the amount of ent data in the map and less work
Hope this helps.
I did already create two different push entities which overlap each other. Also, I have tried many combinations of '90' and '-90' for the settings, but the turrets just get stuck in the top of the curved turret.
Maybe this screenshot will help.
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Quote from Another Bad Pun on July 2, 2011, 1:44 pmI did this once, and ended up working best for me was having a diagonal push in the curve. It may take a while, but it will work better, and you can always copy it and make it an instance once you finish.
I did this once, and ended up working best for me was having a diagonal push in the curve. It may take a while, but it will work better, and you can always copy it and make it an instance once you finish.
Quote from Rubrica on July 2, 2011, 2:29 pmAlso, I don't know if you're already doing this, but as well as the standard models for the diversity vents, there are ones just with glass, and just with frames. I don't know whether it would work (I haven't tried it yet) but if you made it so that only the glass was solid, it might stop props getting caught on the frame.
Also, I don't know if you're already doing this, but as well as the standard models for the diversity vents, there are ones just with glass, and just with frames. I don't know whether it would work (I haven't tried it yet) but if you made it so that only the glass was solid, it might stop props getting caught on the frame.
Quote from AntiVector on July 2, 2011, 3:11 pmI'm making a PDV map as part of The Complete E3 Recreation Collection, and they are a [b] to work with. The way I do 'em is make two long, thin (thinner than the inside of the inside of the tube, about 32x32xWhatever) trigger_pushes, one for each of the two angles, and diagonals for bigger angles. That's how I made this:
Rubrica wrote:Also, I don't know if you're already doing this, but as well as the standard models for the diversity vents, there are ones just with glass, and just with frames. I don't know whether it would work (I haven't tried it yet) but if you made it so that only the glass was solid, it might stop props getting caught on the frame.The bots still get stuck in the glass, and those cloggy bots are the main reason this mechanic was removed from Portal 2.
I'm making a PDV map as part of The Complete E3 Recreation Collection, and they are a [b] to work with. The way I do 'em is make two long, thin (thinner than the inside of the inside of the tube, about 32x32xWhatever) trigger_pushes, one for each of the two angles, and diagonals for bigger angles. That's how I made this:
The bots still get stuck in the glass, and those cloggy bots are the main reason this mechanic was removed from Portal 2.
Did you know that American English isn't even my first language? It's actually [spoiler]British English[/spoiler]
Released maps of note:
[spoiler]Versatile Diversity
L-Circuts[/spoiler]
Quote from Lostprophetpunk on July 2, 2011, 3:23 pmThank you all for the help.
I discovered it was my fault, as all I had to do was to change the angle of my trigger_push entities (which were horizontal) to 270. It works fine now.
Really appreciate all the help guys.
Thank you all for the help.
I discovered it was my fault, as all I had to do was to change the angle of my trigger_push entities (which were horizontal) to 270. It works fine now.
Really appreciate all the help guys.
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Quote from Rubrica on July 2, 2011, 4:49 pmAntiVector wrote:Rubrica wrote:Also, I don't know if you're already doing this, but as well as the standard models for the diversity vents, there are ones just with glass, and just with frames. I don't know whether it would work (I haven't tried it yet) but if you made it so that only the glass was solid, it might stop props getting caught on the frame.The bots still get stuck in the glass, and those cloggy bots are the main reason this mechanic was removed from Portal 2.
Really? Why would they get stuck on smooth glass? Is it just too small a vent - in which case, some brushwork could act as a pseudo-vent that works, couldn't it, if it were made wider?
The bots still get stuck in the glass, and those cloggy bots are the main reason this mechanic was removed from Portal 2.
Really? Why would they get stuck on smooth glass? Is it just too small a vent - in which case, some brushwork could act as a pseudo-vent that works, couldn't it, if it were made wider?
