Water In portal 2
thanks
Or you could put a portal_cleanser in there that only affects physics objects and not the player.
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.
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.
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.
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.