Water In portal 2

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saberboy117
15 Posts
Posted May 15, 2011
Well Im making a map, and I have a cube, and water. the water kills the player, but how do I make it fizzle the cube? Iv tryed everything I can think of!

thanks

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Nacimota
345 Posts
Posted May 15, 2011
Replied 50 minutes later
I think they just use a trigger_multiple that has an output which kills !activator (the object that caused the trigger to fire).

Or you could put a portal_cleanser in there that only affects physics objects and not the player.

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rellikpd
1,053 Posts
Posted May 15, 2011
Replied 1 minute later
just put another entity the size of your water... perhaps just a little bit below the surface of the water, and tie it to a fizzler entity... not sure if thats how you do it in portal 2, but its how it was done in portal 1, and it should be basically the same.
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msleeper
4,136 Posts
Admin
Posted May 15, 2011
Replied 19 minutes later
Either way works. The trigger_multiple method is preferable because it makes the cube be destroyed silently, but either method works fine.
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WinstonSmith
940 Posts
Posted May 15, 2011
Replied 2 hours later

msleeper wrote:
Either way works. The trigger_multiple method is preferable because it makes the cube be destroyed silently, but either method works fine.

Yeah, I was surprised--they actually added a dedicated output, something along the lines of SilentDestroy. In fact, I believe it works to fizzle stuff and kill the player. Bit easier than Portal water in that respect.

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Hurricaaane
189 Posts
Posted May 15, 2011
Replied 6 minutes later

WinstonSmith wrote:
msleeper wrote:

Either way works. The trigger_multiple method is preferable because it makes the cube be destroyed silently, but either method works fine.

Yeah, I was surprised--they actually added a dedicated output, something along the lines of SilentDestroy. In fact, I believe it works to fizzle stuff and kill the player. Bit easier than Portal water in that respect.

The Kill output is present in every single entity (maybe with some tight exceptions). The functional meaning of "Kill" is "brutally remove". When you "Kill" an NPC in Half-Life, it leaves no ragdoll or whatsoever, it just removes it brutally.

Killing the "player" entity crashes the game, for example (well actually I'm not sure, but from what I remember from Garry's Mod coding, triggering a Kill on the player crashes them). Be sure to check the trigger_multiple flags, and uncleck "Players". Only "Physics" should be checked in that list.

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WinstonSmith
940 Posts
Posted May 15, 2011
Replied 6 minutes later

Hurricaaane wrote:
WinstonSmith wrote:

msleeper wrote:

Either way works. The trigger_multiple method is preferable because it makes the cube be destroyed silently, but either method works fine.

Yeah, I was surprised--they actually added a dedicated output, something along the lines of SilentDestroy. In fact, I believe it works to fizzle stuff and kill the player. Bit easier than Portal water in that respect.

The Kill output is present in every single entity (maybe with some tight exceptions). The functional meaning of "Kill" is "brutally remove". When you "Kill" an NPC in Half-Life, it leaves no ragdoll or whatsoever, it just removes it brutally.

Killing the "player" entity crashes the game, for example (well actually I'm not sure, but from what I remember from Garry's Mod coding, triggering a Kill on the player crashes them). Be sure to check the trigger_multiple flags, and uncleck "Players". Only "Physics" should be checked in that list.

Oh yeah, I'm well aware of that, and yeah, manually killing the player does crash the game. Well, Portal at least.

Anyway, I'll have to look at an example Portal 2 map to see exactly how the goo works.

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HarryColquhoun
12 Posts
Posted May 16, 2011
Replied 16 hours later

Nacimota wrote:
I think they just use a trigger_multiple that has an output which kills !activator (the object that caused the trigger to fire)

this is your best bet.