Replacing the model of the Hard Light Bridge
Quote from ChickenMobile on April 9, 2012, 12:21 amHabzs wrote:Well, as stated in the title, how do you change the model of the Hard Light Bridge?Generally the behaviours of puzzle entities are hard-coded. Changing the model of a lightbridge would probably only create errors or change the collisions instead of actually changing the model.
What I would do: Hide the lightbridge in a wall and put the wanted model against the wall in-front of the real lightbridge. Make sure that a func_illusionary or another non-solid block is used so the actual lightbridge can travel through the wall and that the emitter model you actually want to use is non-solid so it doesnt block the lightbridge.
Generally the behaviours of puzzle entities are hard-coded. Changing the model of a lightbridge would probably only create errors or change the collisions instead of actually changing the model.
What I would do: Hide the lightbridge in a wall and put the wanted model against the wall in-front of the real lightbridge. Make sure that a func_illusionary or another non-solid block is used so the actual lightbridge can travel through the wall and that the emitter model you actually want to use is non-solid so it doesnt block the lightbridge.
Quote from Habzs on April 9, 2012, 1:24 amchickenmobile wrote:Habzs wrote:Well, as stated in the title, how do you change the model of the Hard Light Bridge?Generally the behaviours of puzzle entities are hard-coded. Changing the model of a lightbridge would probably only create errors or change the collisions instead of actually changing the model.
What I would do: Hide the lightbridge in a wall and put the wanted model against the wall in-front of the real lightbridge. Make sure that a func_illusionary or another non-solid block is used so the actual lightbridge can travel through the wall and that the emitter model you actually want to use is non-solid so it doesnt block the lightbridge.
Yeah. About that. I want the emitter to float in the middle of the room. :/
Generally the behaviours of puzzle entities are hard-coded. Changing the model of a lightbridge would probably only create errors or change the collisions instead of actually changing the model.
What I would do: Hide the lightbridge in a wall and put the wanted model against the wall in-front of the real lightbridge. Make sure that a func_illusionary or another non-solid block is used so the actual lightbridge can travel through the wall and that the emitter model you actually want to use is non-solid so it doesnt block the lightbridge.
Yeah. About that. I want the emitter to float in the middle of the room. :/
Quote from ChickenMobile on April 9, 2012, 2:46 amHabzs wrote:Yeah. About that. I want the emitter to float in the middle of the room. :/Gay floating emitter is gay.
Gay floating emitter is gay.
Quote from Habzs on April 9, 2012, 3:07 amchickenmobile wrote:Habzs wrote:Yeah. About that. I want the emitter to float in the middle of the room. :/Gay floating emitter is gay.
LOL. It's not exactly floating. That's the easiest way to describe what I want.
I want to use the HLB model as a HLB redirector. When a bridge touches the model, it activates it and 'redirects' the bridge.
If any of this even make sense.
.
Gay floating emitter is gay.
LOL. It's not exactly floating. That's the easiest way to describe what I want.
I want to use the HLB model as a HLB redirector. When a bridge touches the model, it activates it and 'redirects' the bridge.
If any of this even make sense.
.
Quote from ChickenMobile on April 9, 2012, 3:45 amHabzs wrote:chickenmobile wrote:Habzs wrote:Yeah. About that. I want the emitter to float in the middle of the room. :/Gay floating emitter is gay.
LOL. It's not exactly floating. That's the easiest way to describe what I want.
I want to use the HLB model as a HLB redirector. When a bridge touches the model, it activates it and 'redirects' the bridge.
If any of this even make sense.
.
Someone: [spoiler]jexim[/spoiler] recently made something similar in his map except they were brushes with textures applied to it.
Gay floating emitter is gay.
LOL. It's not exactly floating. That's the easiest way to describe what I want.
I want to use the HLB model as a HLB redirector. When a bridge touches the model, it activates it and 'redirects' the bridge.
If any of this even make sense.
.
Someone:
Quote from Habzs on April 9, 2012, 4:03 amQuote:Someone: [spoiler]jexim[/spoiler] recently made something similar in his map except they were brushes with textures applied to it.I know. When I made my map, I didn't know that this concept existed. Thanks for helping anyway.
I know. When I made my map, I didn't know that this concept existed. Thanks for helping anyway.
Quote from Lpfreaky90 on April 9, 2012, 5:18 amI think chicken is completely right here. To be honest I am unsure if this is a good idea. The whole idea of the hardlightbridge is that it is linear. Using "hlb-catchers" doesn't mess with this basic priciple but redirection things do. But if you think it's a good idea: proof me wrong
I think chicken is completely right here. To be honest I am unsure if this is a good idea. The whole idea of the hardlightbridge is that it is linear. Using "hlb-catchers" doesn't mess with this basic priciple but redirection things do. But if you think it's a good idea: proof me wrong ![]()
Quote from BenVlodgi on April 11, 2012, 12:52 amyou could try using linked portal doors, I can think of a few ways that would work, but you cant have too many of them!
you could try using linked portal doors, I can think of a few ways that would work, but you cant have too many of them!
Quote from Habzs on April 11, 2012, 10:08 amBenVlodgi wrote:you could try using linked portal doors, I can think of a few ways that would work, but you cant have too many of them!I forgot all about the world portals. Will try it out.
I forgot all about the world portals. Will try it out. ![]()


