The Thread For Small Problems And Requests
Quote from Dafflewoctor on March 6, 2014, 8:42 pmCamBen wrote:Select the problematic brush and right click, choose "center origin", then recompile.Thank you.
Thank you.
Quote from CamBen on March 6, 2014, 9:47 pmIs 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.
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.
Aperture Science: We do our science asbestos we can!
Quote from TeamSpen210 on March 6, 2014, 10:00 pmPossible 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.
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.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from FelixGriffin on March 6, 2014, 11:21 pmTrigger_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.
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.
Quote from User on April 26, 2014, 11:29 amSince 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?
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?
Quote from Gemarakup on April 27, 2014, 6:40 amTheTobbell 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.
Verified cache etc. , anyone else experiencing that?
That's normal. Portal 2 always does that if you're in the middle of downloading maps.
Quote from User on April 27, 2014, 7:37 amyishbarr 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.
Really? Never happened to me before. Anyway, thanks.
Quote from reepblue on April 27, 2014, 9:30 amPortal 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.
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.
The more you give, the less appreciated it will be received.
Quote from User on April 27, 2014, 10:53 amyishbarr 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
Hm, it keeps crashing, tested it now, and im not downloading anything :S
Quote from presto668 on April 27, 2014, 1:13 pmyishbarr 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.
Um, that's not normal at all.