associating lasers with catchers

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mbortolino
10 Posts
Posted May 15, 2011
I played a map hosted here last year, I think called Try Anything Twice, which had colour-coded lasers, filter glass & associated laser targets. Mindblowing stuff, particularly picking apart the i/o logic (or at least trying to). This would be a great mechanic to play with in Portal 2.

Looking at the ent_info for the env_portal_laser & prop_laser_catcher, it seems that similar things won't be possible. There is a Color keyvalue but that just does a colour tint on the model texture, not the beam, & there doesn't seem to be a way to detect which particular laser powers a catcher.

On the bright side, there's a point entity version of the catcher (i forget the name, & it's not on the valve wiki yet) which might help with the filters.

So, I'm not the most experienced mapper & just wanted to ask if anyone can think of a way to achieve this.

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p0rtalplayer
1,366 Posts
Posted May 15, 2011
Replied 3 minutes later
the way HMW did the lasers in Try Anything Twice was very complicated and hackish, and basically he had env_beams that triggered in preset places if other env_beams hit there. As far as I know, this is impossible to do with the portal 2 lasers, and to get the same effect you'd probably have to do the same complicated method. Just FYI, you can download the prefabs for the laser effects here:

Try Anything Twice laser quot;SDKquot;

&&&

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mbortolino
10 Posts
Posted May 16, 2011
Replied 18 hours later
some progress: with the func_physbox onDamaged output you can forward the !activator, ie. the laser entity that's burning it, so you could cover the catchers with them & have them killed/template spawned when the correct beam strikes it.

filter blocks would be similar i suppose, haven't thought through those yet.

only thing left is changing the laser colours...