Not sure if this has been posted before...

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P0rtalFTW
49 Posts
Posted Dec 30, 2013
I also don't know if this is the right place to post this... But I've made a testing element, the laser cube. https://www.youtube.com/watch?v=f_KM5acD3B8 It took me a while to figure out how to make the laser, even longer on why the the cube kept being dropped. But I've nailed it down, and this is what's become. If you want I could upload the .vmf so you can use it in your map.
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FelixGriffin
2,680 Posts
Posted Dec 30, 2013
Replied 38 minutes later
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.

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User
630 Posts
Posted Dec 30, 2013
Replied 1 hour later

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,

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FelixGriffin
2,680 Posts
Posted Dec 30, 2013
Replied 43 minutes later

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.

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TeamSpen210
608 Posts
Posted Dec 30, 2013
Replied 27 minutes later
env_portal_lasers work fine when parented.
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User
630 Posts
Posted Dec 30, 2013
Replied 48 minutes later
Checked that now,
They work fine when parented
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CamBen
973 Posts
Posted Dec 31, 2013
Replied 15 hours later

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'"

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FelixGriffin
2,680 Posts
Posted Dec 31, 2013
Replied 5 hours later
But how do you target the projected_wall_entity? I haven't had much success detecting them in the past unless the trigger was right in front of a portal.
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CamBen
973 Posts
Posted Dec 31, 2013
Replied 3 hours later
I haven't successfully found a way to trigger them yet either, only fire outputs via a point_servercommand