Reflectors, notes, and incremental rotation
Quote from nathanle1406 on November 14, 2011, 5:12 pmwould be interesting to make normal cubes (not just reflective cubes) be able to redirect lasers like a mirror when convered with "reflective gel"
would be interesting to make normal cubes (not just reflective cubes) be able to redirect lasers like a mirror when convered with "reflective gel"
Quote from Brainstatic on November 14, 2011, 5:31 pmThe primary issue with the reflection gel is that it's kinda sorta missing its blob texture and impact particles. Otherwise, it's mostly functional. Just don't use it in tandem with propulsion gel or conversion gel.
The primary issue with the reflection gel is that it's kinda sorta missing its blob texture and impact particles. Otherwise, it's mostly functional. Just don't use it in tandem with propulsion gel or conversion gel.
Quote from Wanderer2021 on November 15, 2011, 7:20 pmWent with the reflective gel in the end, since its simpler and works better. Also Went with using a func rotating for the first room with buttons to control forward and backward movement, as well as a stop button.
Went with the reflective gel in the end, since its simpler and works better. Also Went with using a func rotating for the first room with buttons to control forward and backward movement, as well as a stop button.
Quote from Wanderer2021 on November 15, 2011, 11:25 pmdouble posting, but is it possible to connect two linked portals to a third, then have a set of buttons switch between the two child portals?
double posting, but is it possible to connect two linked portals to a third, then have a set of buttons switch between the two child portals?
Quote from Brainstatic on November 15, 2011, 11:39 pmSend the SetPartner input to the linked_portal_door with the name of the new partner as the parameter. You'll probably have to do that for both doors in the new linked set. You may also need to close each door then reopen them for the linkage to update. I haven't done much with world portals, so I'm not sure. But at any rate, mess around with it and see what you can figure out.
Send the SetPartner input to the linked_portal_door with the name of the new partner as the parameter. You'll probably have to do that for both doors in the new linked set. You may also need to close each door then reopen them for the linkage to update. I haven't done much with world portals, so I'm not sure. But at any rate, mess around with it and see what you can figure out.
Quote from Wanderer2021 on November 16, 2011, 12:15 amI'll give that a shot. I had started using the SetPartner input, but didn't realize that the two incoming doors needed to close and reopen.
I'll give that a shot. I had started using the SetPartner input, but didn't realize that the two incoming doors needed to close and reopen.
Quote from Lpfreaky90 on November 16, 2011, 3:52 amWanderer2021 wrote:double posting, but is it possible to connect two linked portals to a third, then have a set of buttons switch between the two child portals?I don't think so but you can just add more world portals and open/close them on demand
Say you have place 1, that usually has a world portal to place?
Just add another world portal on that same spot, and have a button close the first set, then open the second.Hope that helped
I don't think so but you can just add more world portals and open/close them on demand
Say you have place 1, that usually has a world portal to place?
Just add another world portal on that same spot, and have a button close the first set, then open the second.
Hope that helped ![]()
Quote from Wanderer2021 on November 16, 2011, 4:32 amIt did actually. At first I had a small artifact from one of the other rooms, but I took care of that pretty quick. Also glad that the lasers can go through them, though the aim assist doesn't work with them, but oh well. At least the Hud and first room are done, so now its on to the second room.
Thanks a lot so far guys!
It did actually. At first I had a small artifact from one of the other rooms, but I took care of that pretty quick. Also glad that the lasers can go through them, though the aim assist doesn't work with them, but oh well. At least the Hud and first room are done, so now its on to the second room.
Thanks a lot so far guys!
Quote from Wanderer2021 on November 21, 2011, 1:38 amBump for the combo input. Also, how do you do a mass move of the pivot points on a brush? I somehow did it by accident, and now I've screwed up some components.
[edit]
scratch the pivot issue, found the center pivot function.
Bump for the combo input. Also, how do you do a mass move of the pivot points on a brush? I somehow did it by accident, and now I've screwed up some components.
[edit]
scratch the pivot issue, found the center pivot function.

