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Sphere Laser Node - How to Create It?

In a couple of maps there was a node with a laser connecting two points. You had to get a Sphere into the node to open the door. Does anybody know how to make that or have a example map with that shows how to use it?

Thanks!

It looks like a laser emitter with a laser receiver with only the space for the sphere in-between. You should be able to make it without to much difficulty.

Well actually they look very different than the standard env_portal_laser and prop_lasercatcher. In addition, it sucks in the sphere when it gets close. Just curious if anybody has been able to decompile one of the maps that this was used on to see how they did it. It was used in a couple of the coop maps in section 3 I believe (final level)...and section 4.

This whole speel, asumes you have atleast a moderate mapping knowledge. If not the you may just want to make a simple laser.

Ok heres how it works. And why valve when to all this trouble i have no idea. Open up mp_coop_wall_5.bsp in portal 2.

The whole thing is a box with 3 dynamic props, a physics prop, a trigger, a point template, and a laser emitter/catcher. The things that hold the ball (2x pipe5_bracket_octo.mdl & pipe5_triple_connection.mdl) are dynamic_props. Rotating with func_rotating. The prop_physics is a copy the ball itself (mp_ball.mdl). Hidden from view is a standard test chamber laser emmitter and catcher. (on each side of the box behind the walls which have small holes hidden behind the props). There is a trigger surrounding the box, and a point template where you want the ball the spawn.

All this happens instantly: When the ball your holding hits the trigger it is killed (removed from the map, and your hands), the prop ball inside the catcher is spawned (the snap effect). The laser emitter is turned off and the dynamic props stop rotating. (they are func_rotating) the laser catcher no longer recieving a signal, opens the door.

Thats the way I got it too work, by looking at valves map. What they have actually done involves a heap more, but I think its overly complicated.

I quick tutorial on getting the trigger working. (which is inside the thingy).Make the point_template, and the ball where is sits. Set the point_template's template1 to the ball prop (which has had 'Motion Disabled', 'prevent pickup', 'prevent motion enable' and 'server side' flags set) Make a tigger inside the thingy. (trigger_once). hit the flags tab, set 'physics objects' and 'Correctly amount' flags only! Set the following outputs. Ontrigger > !activator (while show invalid, ignore it) > Kill. This kills the thing thats touching it, the ball. Ontrigger > point_template ball spawner > force respawn. This will spawn the ball inside. This should break the laser and open the door.

That works for me. And it looks just like the MP stuff. I only use this in my BTS maps as a laser relay or a ball socket works 10 times easiers.

If you are really lucky someone who is good with instances might make you one.

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iWork925 wrote:
If you are really lucky someone who is good with instances might make you one.

I might do this later tonight if nobody beats me to it. I assumed they used a similar snapping idea with how the power plugs in HL2 worked tbh.

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everything you need is near the spawn in mp_coop_wall_5.bsp

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