Dumb question about portal fizzler

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cornontheCoD
150 Posts
Posted Apr 05, 2008
Ive been looking at the portal fizzler tutorials, and every1 I see helps, but I dont want the fizzler to destroy the cube, I just want it to stop the cube (like in the main game.) any help? Ive tried it and it destroys the cube, I dont want that
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nightfire
27 Posts
Posted Apr 05, 2008
Replied 3 hours later
umm... it does destroy the cube in the main game...
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Tigger
100 Posts
Posted Apr 05, 2008
Replied 16 minutes later
Yeah, what nightfire said. The cube is always destroyed by the fizzlers.

Normally you'd have a box dropper on the level and spawn a new one if the old one is destroyed. Unfortunately there's no way I know of to detect if the player is carrying a box and trigger a barrier if they're carrying it.

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cornontheCoD
150 Posts
Posted Apr 05, 2008
Replied 54 minutes later
um...then why would the fizzler stop the cubes in my game? I thought it did.....
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Tigger
100 Posts
Posted Apr 05, 2008
Replied 18 minutes later
Can you post the game level where this happens? I'd be happy to verify.
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cornontheCoD
150 Posts
Posted Apr 06, 2008
Replied 1 hour later
nvm I'll just take my puzzle out of my level and change it
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nightfire
27 Posts
Posted Apr 06, 2008
Replied 28 minutes later

Just because that is not how the fizzler works in the game does not mean that you have to cut it out. I know it is possible because I have seen it done in another map in this form. Check out some of the maps from Megadude.

portal-journey-t771.html

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Ricotez
738 Posts
Posted Apr 06, 2008
Replied 6 hours later
Simply uncheck the flags "Applies to Physics Objects" and "Applies to Everything" of the trigger_portal_cleanser. That should do the trick of preventing the cube from getting destroyed.

Got no idea how to stop the box, though. Maybe some tool texture?

EDIT: ah, I might have something:

-give your box prop a name like "box"
-create a filter_activator_name brush entity, name it something like "boxclip"
-set the filter_activator_name's filtername property to your box' name, and set its mode to "disallow"
-create a func_clip_vphysics
-set the func_clip_vphysic's filter name to the name of the filter_activator_name.

In theory, this should work. I've not tested this, but ran into it in the VDC.

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cornontheCoD
150 Posts
Posted Apr 06, 2008
Replied 4 hours later
thanks I will try that