Puzzle Maker Bugs
Quote from wildgoosespeeder on May 17, 2012, 8:46 pm...or at least I think they are bugs. Here's a test chamber that shows the problems I found in it:
http://www.steamcommunity.com/sharedfiles/filedetails?id=72496037
...or at least I think they are bugs. Here's a test chamber that shows the problems I found in it:
http://www.steamcommunity.com/sharedfiles/filedetails?id=72496037
Click my Steam Profile image to view my Portal 2 Workshop!
Single Player Tests - Excellent Partnership (Coop) - Single Player BEE Mod Tests
Quote from josepezdj on May 18, 2012, 5:58 amAs chicken said in your workshop/steam thread, grates are buggy and I don't know why Valve didn't take some MINUTES to solve that.
I have many grates in my mod as I'm developing some puzzles around that element which I consider a good puzzle element with great potential... The best solution is as followed (in hammer ofc):
- Make a nodraw textured brush 1 unit thick, texture front and back sides only with the grate texture, and tie it to a func_brush / with solidity set to "never solid"
- Make another brush 1 unit thick textured with the trigger texture (same size than above one) and tie it to a func_clip_vphysics; place it right in front of the first brush (it's recommendable to leave 1 unit thick space inbetween both).
- Make a player_clip textured brush 1 unit thick and same size as above 2 brushes (to avoid the player can pass through) and place it right in front of the other 2 brushes (again, it's recommendable to leave 1 unit thick space inbetween both).This will avoid that bug.
Important: this grate will not behave exactly the same as usual ones in this way: this one WILL ALLOW the funnel to go through while the "normal" grate stops it! please be noted.
As chicken said in your workshop/steam thread, grates are buggy and I don't know why Valve didn't take some MINUTES to solve that.
I have many grates in my mod as I'm developing some puzzles around that element which I consider a good puzzle element with great potential... The best solution is as followed (in hammer ofc):
- Make a nodraw textured brush 1 unit thick, texture front and back sides only with the grate texture, and tie it to a func_brush / with solidity set to "never solid"
- Make another brush 1 unit thick textured with the trigger texture (same size than above one) and tie it to a func_clip_vphysics; place it right in front of the first brush (it's recommendable to leave 1 unit thick space inbetween both).
- Make a player_clip textured brush 1 unit thick and same size as above 2 brushes (to avoid the player can pass through) and place it right in front of the other 2 brushes (again, it's recommendable to leave 1 unit thick space inbetween both).
This will avoid that bug.
Important: this grate will not behave exactly the same as usual ones in this way: this one WILL ALLOW the funnel to go through while the "normal" grate stops it! please be noted.
Quote from wildgoosespeeder on May 21, 2012, 12:35 pmjosepezdj wrote:As chicken said in your workshop/steam thread, grates are buggy and I don't know why Valve didn't take some MINUTES to solve that.I think a similar bug can be found but using the Hard Light Bridge instead. Not only does the cube go through, you can go through as well!
I think a similar bug can be found but using the Hard Light Bridge instead. Not only does the cube go through, you can go through as well!
Click my Steam Profile image to view my Portal 2 Workshop!
Single Player Tests - Excellent Partnership (Coop) - Single Player BEE Mod Tests