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Tried Searching for this, but I have a cube/button question.

Hey guys and gals,

So I am trying to use an aerial faith plate to launch a cube down a corridor of death.
Basically I want the cube to fall past some lasers and "stick" to the button at the bottm, but if Chell goes then the player will die.

Is there a way to create a form of magnetism for the cube to attach to the button? or do I need to redesign my trap?

thanks

-Crash

The simplest thing to do is to create a "Funnel" of Clip brushes, and have the cube fly into that.

Is there any way you could explain what you mean by a "funnel" of brushes?

I'm still new to Level Design, but isn't a brush the basic block you use to create walls and such?

EDIT* So I think I figured out what you meant. I have to change my trap a little bit but it's all good. Thanks for the tip.

He means that an option of solving your problem is to make a "funnel" out of brushes/blocks. The "clip" he mention is a special texture that is invisible to the player and blocks the player and objects.

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Crash wrote:
Is there any way you could explain what you mean by a "funnel" of brushes?

I'm still new to Level Design, but isn't a brush the basic block you use to create walls and such?

What they mean is something like that:

vphysics_clip_funnel.jpg

A funnel above the prop_floor_cube_button made with brushes. You have to tie those to an entity called: func_clip_vphysics by selecting them and pressing CTRL+T.
Edit: Forgot to mention that you should properly texture it using the toolsclip texture!

Oh Wow.

Thanks a lot that is very informative. I'm gonna go try this right now

Crash wrote:
Oh Wow.

Thanks a lot that is very informative. I'm gonna go try this right now

Gladly! Keep in mind that you can also restrict player movement similarly using a brush textured with toolsplayerclip. You don't even need to tie that to an entity. It is only solid to the player. This is a good place to drop by for more info:
http://developer.valvesoftware.com/wiki/Tool_textures

Index page: http://developer.valvesoftware.com/wiki/Level_Design