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Why do I go through laser cubes?

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In the chamber my brother and I just made, we found while play-testing it that the laser redirection cubes that we spawn are not always solid. They sometimes are, sometimes are not. The cubes need to be solid to solve the chamber. Has anyone seen this before, and can anyone help? I've looked around online and haven't found anything on the topic.

Are you carrying them in coop mode? Cubes behave differently in coop, including not having physics when held.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

No, its a single player map.

What are the cube passing through? How are you spawning them? Via console commands, or placing them?

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

I had (and have) the same problem on one of my maps. [created with PTI]
The laser cube would be non-solid to the player only sometimes.

Other cubes would still collide with the laser cube, but not the player.
And the cube itself would still collide with everything elese, including grates.

I spawned the cube with the standard PTI cube dropper.
The Problem did however not always appear. o_O

[back on TWP since 08. July 2017]
Steam: DrFauli

PortalCombat is describing the exact symtoms of the problem, but I didn't spawn it the same way. I have it spawn from a point_template. I have it spawn right under a tractor beam so that the cube doesn't go flying away from the button that is underneath it when it spawns and lands on it. It collides with everything except the player, and it usually collides with the player. But when it doesn't, it can often make the player believe that it is part of the design, which messes up the chamber for that individual.

Portal 2 since DLC2 has lots of little bugs like that, especially with collisions. They're usually unpredictable and vanish if you restart the game, but you can detect them and show a message if necessary. My gel-from-scratch blobs about 1/4 of the time won't break when they hit things, so until you restart the game you'll just get useless blobs rolling around on the floor.

Falsi sumus crusto!

Perhaps you could parent a 'player clip' brush to it? I'm pretty sure it doesn't block lasers so it shouldn't interfere with the cube's behaviour. Getting it to work with the template could be a bit trickier, but it's probably do-able.

ImageImage
Goldenknighttim wrote:
I have it spawn right under a tractor beam so that the cube doesn't go flying away from the button that is underneath it when it spawns and lands on it.

I've encountered this bug before and every time there was a tractor beam involved. If you can lose the t-beam at the start you might see the problem disappear.

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My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
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@srs bsnss: I doubt that pushing a playerclip would effect an object that it is parented to, but I can give it a try.
@ El Farmerino: The tractor beam is designed to stop the cube when it lands on the button underneath its spawn spot. I have no problem getting rid of the tractor beam, but I need another way to slow down the cube. Do you have any ideas?

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