Not sure if this has been posted before...
If you could send me the VMF I would like to see how you did this, it would help greatly with my mirrors.
FelixGriffin wrote:
How did you get this to work? I thought anything inheriting from CProjectorBase needed to be turned off and on again to project from a new location.If you could send me the VMF I would like to see how you did this, it would help greatly with my mirrors.
or just parenting a env_portal_laser (with collisions&draw of) to the cube? Or am i wrong,
TheTobbell wrote:
or just parenting a env_portal_laser (with collisions&draw of) to the cube? Or am i wrong,
I know it doesn't work with light bridges, and I don't think it works with lasers. If the projector moves while it's turned on, the projection just stays where it is. There might be special code in there to allow movable lasers for the purpose of pivot cubes, but I won't be able to check until next week.
They work fine when parented
FelixGriffin wrote:
TheTobbell wrote:or just parenting a env_portal_laser (with collisions&draw of) to the cube? Or am i wrong,
I know it doesn't work with light bridges, and I don't think it works with lasers. If the projector moves while it's turned on, the projection just stays where it is. There might be special code in there to allow movable lasers for the purpose of pivot cubes, but I won't be able to check until next week.
A way around this is to parent both the prop_wall_projecter and the projected_wall_entity (as I think it's called) to the thing you want to move, then once its done moving, disable then enable the projecter. Now you have an almost seamless transition.
The way to find entity names that aren't in hammer is easy, just aim at the entity, then type "ent_fire !picker setparent jfjfncj"
The parent is invalid, so it will give you a message in the console saying:
"Prop_rocket_projectile has invalid parent 'jfjjfncj'"