Cleanser trigger [SOLVED]

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Nuirangi
15 Posts
Posted Apr 26, 2014
I like to create a trigger_portal_cleanser that only activates if the players carries an object (cube). I tried to solved it by checking only the flag "Physics Objects". The problem is that I only want to delete the portals, but not fizzle the object on touch as well. Actually it's not even deleting the portals if activated by an object. It just fizzles it like a any emancipation grid.

Is there any way to delete portals via trigger (activated by an object) without fizzling the object?

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JoeyGuy917
146 Posts
Posted Apr 26, 2014
Replied 3 minutes later
I'm just throwing a thought out there. But maybe if you have the trigger_portal_cleanser start off(if possible), have a trigger on either side that is activated by a physics object (if possible) and have that trigger turn it on... and on the fizzler have physics unchecked? I'm just doing this off of the top of my head though...
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josepezdj
2,386 Posts
Posted Apr 26, 2014
Replied 11 minutes later

Nuirangi wrote:
I tried to solved it by checking only the flag "Physics Objects".

You are doing it all the way around. Uncheck the flag "Clients" on the portal_trigger_cleanser if you want your portals to stay after touching the fizzler, but keep ticked the "Physics Objects" flag in order to let it detect and fizzle the cube.

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Nuirangi
15 Posts
Posted Apr 26, 2014
Replied 17 minutes later

josepezdj wrote:
Nuirangi wrote:

I tried to solved it by checking only the flag "Physics Objects".

You are doing it all the way around. Uncheck the flag "Clients" on the portal_trigger_cleanser if you want your portals to stay after touching the fizzler, but keep ticked the "Physics Objects" flag in order to let it detect and fizzle the cube.

"Client" is uncheck and "Physics Objects" is checked. Problem is it fizzels the object instead of removing the portals.
If I check "Client" and uncheck "Physics Objects" I can't make sure that the trigger only activates when wearing an object.

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Nuirangi
15 Posts
Posted Apr 26, 2014
Replied 6 minutes later

JoeyGuy917 wrote:
I'm just throwing a thought out there. But maybe if you have the trigger_portal_cleanser start off(if possible), have a trigger on either side that is activated by a physics object (if possible) and have that trigger turn it on... and on the fizzler have physics unchecked? I'm just doing this off of the top of my head though...

Might work. I'll try out.

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TeamSpen210
608 Posts
Posted Apr 26, 2014
Replied 2 hours later
This would be a bit complicated. First, you need a trigger_portal_cleanser with all flags off, set to visible and textured with fizzler textures. This will block portal shots (unintended but should be fine) and give the effect. Add a second fizzler, textured with nodraw and set to invisible. Check only the "client" flag, so it fizzles portals only when walked through. Set it to start disabled. Add a trigger_multiple, extending about 70 units or so around the fizzler so it can reach cubes that the player could hold. Make a filter_player_held and set it as the filter for the trigger_multiple. For the trigger_multiple, OnStartTouch Enable the invisible cleanser, and OnEndTouchAll Disable the invisible trigger.
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FelixGriffin
2,680 Posts
Posted Apr 26, 2014
Replied 45 minutes later
If you want to fizzle portals without a fizzler (I can't really tell what you're going for here) use ent_fire prop_portal Fizzle.
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Nuirangi
15 Posts
Posted Apr 26, 2014
Replied 3 hours later

FelixGriffin wrote:
If you want to fizzle portals without a fizzler (I can't really tell what you're going for here) use ent_fire prop_portal Fizzle.

Fizzle portals without a fizzler sounds great. Can't find ent_fire prop_portal Fizzle trough.

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srs bsnss
552 Posts
Posted Apr 27, 2014
Replied 5 hours later
So, you want a fizzler that ONLY closes portals if the player is carrying a cube, but will block portal shots regardless?

You'll need one fizzler with Clients checked, with a name. Make it start disabled. Then use a filtered trigger larger than it, the same width and height but larger on either front face of the fizzler (depth). Make it large enough that the cube touches it before the fizzler. Make it a trigger multiple, use a model filter to filter it to just cubes, OnStartTouch Fizzler Enable, OnEndTouch Fizzler Disable.

Create another fizzler in the same location, with Clients and Physics Objects both unchecked. Make this one visible, and the other one not visible.

If you need to disable the fizzlers, give them both a Disable input, and give that large trigger a Disable input.

Alternatively, I think there is an OnPlayerPickup output for cubes, which case you'd use that to control that first fizzler.

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FelixGriffin
2,680 Posts
Posted Apr 27, 2014
Replied 7 hours later

Nuirangi wrote:
FelixGriffin wrote:

If you want to fizzle portals without a fizzler (I can't really tell what you're going for here) use ent_fire prop_portal Fizzle.

Fizzle portals without a fizzler sounds great. Can't find ent_fire prop_portal Fizzle trough.

What do you mean can't find it? Just type prop_portal and Fizzle into the text boxes.

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Nuirangi
15 Posts
Posted May 03, 2014
Replied 6 days later
Sorry for the very late reply (had to pause mapping fo personal reasons).
I finally solved the problem and the filtered trigger was the key. The prop_portal was very helpfull too.
Thanks a lot to "FelixGriffin" and "srs bsnss" for giving the infos that I needed.