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The Thread For Small Problems And Requests

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CamBen wrote:
Select the problematic brush and right click, choose "center origin", then recompile.

Thank you. :thumbup:

Is there any way to make one one entity at a time affected by a trigger? What I'd like to achieve is:

one cube hits a trigger push and is slowly pushed by the trigger. However, until the cube is fully pushed, no other cubes can be pushed. So basically i want a trigger to constantly effect one entity at a time, whichever one hits it first.

I'd also like it to be a solution that doesn't include activating a new trigger each time it detects a different object, because I need to have it work on the random unnamed physics objects found in various places.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!

Possible solution:
Add a nodraw-box movelinear or tracktrain to a template, and add them to an env_entity_maker. Change the trigger to a trigger_multiple, which onStartTouch disables itself, spawnAtEntityOrigin the movelinear/tracktrain at !activator, parents !activator to the movelinear/tracktrain, then starts it moving. Save the activator using a logic_register_activator. When the tracktrain/movelinear finishes moving, make them clearParent using the logic_register_activator, then kill themselves and enable the trigger.

Alternatively, you could spawn a 2x2x2 version of the push trigger at the cube, with a script that makes it follow it's cube around and destroy itself when it leaves the trigger boundries. You might be able to filter a trigger to detect trigger_pushes and FireUser1 to kill them when they leave.

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

Trigger_multiple (with its outputs for first entering and last leaving) AddOutputs its !activator's targetname to "@pushable_object", which is the filtered targetname for a trigger_push, then AddOutputs it to something generic afterward.

Falsi sumus crusto!

Since yesterday: Whenever i want to play workshop maps, and going to the list (ingame portal2), portal2 crashes. And if it sometimes doesnt crash, it crashes when i click on a map in the list.

Verified cache etc. , anyone else experiencing that?

TheTobbell wrote:
Since yesterday: Whenever i want to play workshop maps, and going to the list (ingame portal2), portal2 crashes. And if it sometimes doesnt crash, it crashes when i click on a map in the list.

Verified cache etc. , anyone else experiencing that?

That's normal. Portal 2 always does that if you're in the middle of downloading maps.

yishbarr wrote:
That's normal. Portal 2 always does that if you're in the middle of downloading maps.

Really? Never happened to me before. Anyway, thanks.

Portal 2 just crashes after a bit of gameplay for me. Could be playing the stock campaign and BOOM, out of no where game shuts down.

:A Little Higher: :Tornate: :Blue Portals: :Vectronic: :Youtube: :Twitter: : ModDB: :Old Sig:

The more you give, the less appreciated it will be received.
yishbarr wrote:
That's normal. Portal 2 always does that if you're in the middle of downloading maps.

Hm, it keeps crashing, tested it now, and im not downloading anything :S

yishbarr wrote:
That's normal. Portal 2 always does that if you're in the middle of downloading maps.

Um, that's not normal at all.

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