withe gel on hard light surface
I want to make a chamber where the player must paint the hard light surface withe and make a portal on it to go through. But the hard light surface dont react on withe colour. Is it possible to lay a brush only a few milimeter over the surface and make the brush invisible so that the gel coud paint the invisible brush ? Can i activate the brush by shooting through a trigger field ?
Never in the game have I seen a light-bridge been able to paint it with white gel. You can probably check out how they did it with blue and orange paint in the coop paint maps (decompiling).
Vordwann wrote:
Yeah,.
Gasp you double posted! MSleeper is going to get a knife and kill you in your sleep!
Do you know wich name the texture has ? I tried the invisible tool but it wont react with paint.
You probably need to make the puzzle very limited on where you can put white paint. I.e. put the white gel directly above/beside light-bridge and have a grate or the paint fling into a void(?) so the paint cannot get out of control and splatter on the bridge in the wrong place.
There is an entity that can detect player's portal shots, and this could be a way to activate the brush that can be portalled.
How I would do it:
- The first portal-detecting trigger will be in front of the light-bridge wall. The second, where you want the player to place their second portal is initially disabled. When the player activates the first trigger it enables the second trigger. When the player puts a portal at the second wall/trigger this will activate the brush that you can portal on.
The problem with that scenario is that I wouldn't have a clue how the brush would be deactivated if the player moves the lightbridge, or places portals elsewhere. Maybe have portal detectors on every possible wall that can be portalled?
cubewalker wrote:
Thank you chickenmobile.Do you know wich name the texture has ? I tried the invisible tool but it wont react with paint.
I think its block bullets.
cubewalker wrote:
Do you know wich name the texture has ?
Try 'Nodraw Portalable'
YM_Industries wrote:
Nodraw splits visleafs though, so he might have to use it on a func_detail. Can portals be created on func_details?
Yes
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