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Manual Box Dropper

I need a box dropper which doesn't automatically drop boxes when one is destroyed.

I've placed a button next to the box dropper and when you press it, a box should be dropped out of the dropper. The existing box should also be evaporated like when going trough a portal fizzler.

What I made is in the outputs of the button:
OnIn - Box - Break
OnIn - dropper1_maker - forcespawn

Now it doesn't spawn anything at all. I guess that's because the little box in the enclosed chamber is also destroyed.
I've seen such 'manual box dropper' before in portal maps and I want to know how they're made :D

Any help about this is much appreciated.

Be advised that any noticable taste of blood isn't part of any test protocol. But is an unintended side effect of the Hand-Held-High-Energy-Pellet.

I also need a way to clean up all portals when a different button is pressed.

How to do that?

-Edit
I found it out. In a seperate room textured with nodraw I placed 2 prop_portal s. Both being inactive and each their own portal.
When I hit the button, it activated 'fizzle' of those 2 prop_portals. And that makes any portal in the game dissapear.

Be advised that any noticable taste of blood isn't part of any test protocol. But is an unintended side effect of the Hand-Held-High-Energy-Pellet.
Bulska wrote:
I also need a way to clean up all portals when a different button is pressed.

How to do that?

-Edit
I found it out. In a seperate room textured with nodraw I placed 2 prop_portal s. Both being inactive and each their own portal.
When I hit the button, it activated 'fizzle' of those 2 prop_portals. And that makes any portal in the game dissapear.

Did you copy paste your dropper from somewhere? I recommend you remake it. You need a cube, a template, a spawner, and a prop for the dropper. When you want a box to appear you use forcespawn. When you want the chute to open you use prop_dynamic set animation. Its in the wiki article somewhere look it up there and remake it.

Image

I know that, that's a simple box dropper that spawns unlimited boxes.

I want that the button to spawn a box also destroys all boxes in the map and then spawn a cube in the dropper.

Be advised that any noticable taste of blood isn't part of any test protocol. But is an unintended side effect of the Hand-Held-High-Energy-Pellet.
Bulska wrote:
I know that, that's a simple box dropper that spawns unlimited boxes.

I want that the button to spawn a box also destroys all boxes in the map and then spawn a cube in the dropper.

Ok. So your boxes obviously have a name, so make the button outputs like this:

Code: Select all
onopen box kill
onopen boxdoor setanimation open
onopen boxdoor setanimation close (after 4)
onopen boxspawner forcespawn (after 4)
Image
sbrown wrote:
Ok. So your boxes obviously have a name, so make the button outputs like this:

Code: Select all
onopen box kill
onopen boxdoor setanimation open
onopen boxdoor setanimation close (after 4)
onopen boxspawner forcespawn (after 4)

I just figured out how you can dissolve it.

Create a trigger_portal_cleanser that fills the entire room that you want the box to be in. Set it to start disabled, and to filter the cubes name only.

Then enable it and your box should dissolve!

Edit: your room with portals is kinda lame lol sorry, just fill the room with the cleanser, then you get the animation where the gun shakes a little bit too.

Image

DIdn't think of a filter with the portal cleanser. I'll keep it in mind when I need it sometime.

Just right now I've changed it so you can't actually destroy the cube in anyway, so each room just has the required cubes without dropper.

Be advised that any noticable taste of blood isn't part of any test protocol. But is an unintended side effect of the Hand-Held-High-Energy-Pellet.