Please or Register to create posts and topics.

Map styles.

PreviousPage 2 of 2

yea, toxic isn't required always. Best use for toxic goo and turrets is to prevent someone using a sort of method, turrets can also be used for a nice challange.

fun use of more physics would be fun to see too.

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 got a problem, I made a very nice pulley system, where you really need to use portals to do it right. But the Physboxes, which are really big and shouldn't fit in a portal, have problem with alligning portals. For once I've seen them sinking in the ground, making the weight fall where it shouldn't.

A solution is to make in a wall next to the pulley, a surface which the weight cannot reach.

But is there any way how to say to that Physbox that it shouldn't be interacting with portals?

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.

Physboxes break portal physics in a heartbeat. Just don't do it.

[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.

lol don't ya tell me what not to do, If it ain't working then I'll find it out myself :D

because i'm very close to get this working.

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.

Trust me, I tried and I tried and I tried to get func_physbox's to work and they just love to freak the fuck out. It seems like only prop_physics are able to be handled by the portal physics properly.

[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.

ok so no using func_physic stuff with portals...
Well, I suppose I can use them if I keep them away from portals.

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 got too many problems with the physicboxes, what should I use instead?

(problems I encountered were the phys boxes sinking into the ground while near a portal, being pulled towards it, getting stuck, lots of stuff.)

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.

In the commentaries they say there is a zone of simplified physics that overrides the default Source physics near portals. It has to cut corners or otherwise it would take several seconds to calculate what should happen.

Ah I can use slideconstraints to keep them moving on only one axis. (which is the point, they're in sort of shafts, with walls against all sides)

I'm going to look for how to use SlideConstraints, then test if its working. I hope so...

EDIT:
I have no idea how these work and can't really find a way either.
So I'll just use Prop_physics_override now.
Anyone knows a 124x124x496 rectangular prop I can use? With the small metal square texture?
I need help with this...

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.
PreviousPage 2 of 2