[Portal 1] a dropping cube system that activates by a switch
Quote from DromEd on February 27, 2012, 10:15 amHello, I've been looking for the tutorial about how to create the dropping cube system. The tutorial is here: https://developer.valvesoftware.com/wik ... ox_dropper
The tutorial itself is good but this is not exacly what I want. I do not want a cube to spawn depending of the player's location (with the trigger) but I want it to spawn thanks to a switch. Also, I need to destroy any previous cube when the player presses the switch again.
I tryied to create an invisible brush as a func_button but nothing else, I have no idea how to making working it like I want. Can anyone help ?
Hello, I've been looking for the tutorial about how to create the dropping cube system. The tutorial is here: https://developer.valvesoftware.com/wik ... ox_dropper
The tutorial itself is good but this is not exacly what I want. I do not want a cube to spawn depending of the player's location (with the trigger) but I want it to spawn thanks to a switch. Also, I need to destroy any previous cube when the player presses the switch again.
I tryied to create an invisible brush as a func_button but nothing else, I have no idea how to making working it like I want. Can anyone help ?
Quote from CamBen on February 27, 2012, 6:25 pmtry using the trigger brush and "OnStartTouch" for the output.
try using the trigger brush and "OnStartTouch" for the output.
Aperture Science: We do our science asbestos we can!
Quote from Spam Nugget on February 27, 2012, 6:51 pmThat tutorial is for portal 1, there is an easier way to do it in portal 2 using instances, check out this page.
That tutorial is for portal 1, there is an easier way to do it in portal 2 using instances, check out this page.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Lpfreaky90 on February 27, 2012, 9:26 pmSpam Nugget wrote:That tutorial is for portal 1, there is an easier way to do it in portal 2 using instances, check out this page.When the thread starts with [Portal 1] I think it's save to assume this is a question for portal 1, not for portal 2. So I think that your suggestion doesn't really work...
(I never mapped for portal 1 so I have no idea how to actually solve this problem
)
When the thread starts with [Portal 1] I think it's save to assume this is a question for portal 1, not for portal 2. So I think that your suggestion doesn't really work...
(I never mapped for portal 1 so I have no idea how to actually solve this problem
)
Quote from Spam Nugget on February 27, 2012, 10:25 pmlpfreaky90 wrote:Spam Nugget wrote:That tutorial is for portal 1, there is an easier way to do it in portal 2 using instances, check out this page.When the thread starts with [Portal 1] I think it's save to assume this is a question for portal 1, not for portal 2. So I think that your suggestion doesn't really work...
(I never mapped for portal 1 so I have no idea how to actually solve this problem
)
I may have never read that bit......sorry to the OP
When the thread starts with [Portal 1] I think it's save to assume this is a question for portal 1, not for portal 2. So I think that your suggestion doesn't really work...
(I never mapped for portal 1 so I have no idea how to actually solve this problem
)
I may have never read that bit......sorry to the OP ![]()

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Groxkiller585 on February 27, 2012, 10:42 pmDromEd wrote:Hello, I've been looking for the tutorial about how to create the dropping cube system. The tutorial is here: https://developer.valvesoftware.com/wik ... ox_dropper
The tutorial itself is good but this is not exacly what I want. I do not want a cube to spawn depending of the player's location (with the trigger) but I want it to spawn thanks to a switch. Also, I need to destroy any previous cube when the player presses the switch again.
I tryied to create an invisible brush as a func_button but nothing else, I have no idea how to making working it like I want. Can anyone help ?What you'd do is:
1. Make a switch (look up the tutorial for that if your stuck)
2. go to the point_template in the box dropper and check "don't fixup names" in the flags tab.
3. In the switch's func_button have an output to the dropper to drop a new cube, and to the cube template to kill itself (make sure it drops AFTER you kill it, or it will kill both the new and old cube)If all goes well that should work.
The tutorial itself is good but this is not exacly what I want. I do not want a cube to spawn depending of the player's location (with the trigger) but I want it to spawn thanks to a switch. Also, I need to destroy any previous cube when the player presses the switch again.
I tryied to create an invisible brush as a func_button but nothing else, I have no idea how to making working it like I want. Can anyone help ?
What you'd do is:
1. Make a switch (look up the tutorial for that if your stuck)
2. go to the point_template in the box dropper and check "don't fixup names" in the flags tab.
3. In the switch's func_button have an output to the dropper to drop a new cube, and to the cube template to kill itself (make sure it drops AFTER you kill it, or it will kill both the new and old cube)
If all goes well that should work.

Quote from DromEd on February 28, 2012, 7:18 amThank you for all your answers guy, I'm almost done, I just need to fix one thing :
Groxkiller585 wrote:3. In the switch's func_button have an output to the dropper to drop a new cube, and to the cube template to kill itself (make sure it drops AFTER you kill it, or it will kill both the new and old cube)I'm sorry, I don't understand how to configure the outputs there. What to add, which objects, which parameters...
Can you give me all the necessary lines to make it drop, and destroy it before a new one get's released from the tube ?
I tryed to understand by myself but i'm lost with this part.
Thank you for all your answers guy, I'm almost done, I just need to fix one thing :
I'm sorry, I don't understand how to configure the outputs there. What to add, which objects, which parameters...
Can you give me all the necessary lines to make it drop, and destroy it before a new one get's released from the tube ?
I tryed to understand by myself but i'm lost with this part.

