Breakaway Floor

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TripleG10
107 Posts
Posted Jun 28, 2011
Hey guys. I have a question about floors. I'm trying to make one that will just fall away, without being attacked or anything, when you walk on it. I want it to be like in chapter 1 of Portal 2, when Wheatley tells you to walk over to the Portal Gun Pedistal, and the floor falls.
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WinstonSmith
940 Posts
Posted Jun 28, 2011
Replied 9 minutes later
There are a few different ways to orchestrate it. First, you could always use a func_breakable, which is a brush that can break on touch or through the I/O system. Also, you can use a func_physbox that starts with motion disabled. When motion is enabled (through I/O) it will start falling.
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TripleG10
107 Posts
Posted Jun 28, 2011
Replied 10 minutes later
I just tried the func_breakable, but it looks REALLY fake and sloppy. Would a func_physbox look like the area I suggested in my previous post? That's the look I'm going for.
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KenJeKenny!?
238 Posts
Posted Jun 28, 2011
Replied 33 minutes later

TripleG10 wrote:
I just tried the func_breakable, but it looks REALLY fake and sloppy. Would a func_physbox look like the area I suggested in my previous post? That's the look I'm going for.

Yes. It will turn the brushwork into a physics object which is affected by the gravity in your map.

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Vordwann
767 Posts
Posted Jun 28, 2011
Replied 6 hours later
Then just trigger it.
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lotsafish
17 Posts
Posted Jun 29, 2011
Replied 18 hours later
What I've found to look the most realistic for a falling ceiling or breakaway floor is to have the ceiling or floor made up of a few func_physboxes (motion disabled) and then with your trigger have some of them fall immediately and some fall with a bit of a delay. This way you can create an effect of the floor starting to fall furthest away from the player and rushing up towards you or the oppoiste and so on...

The other option is to include a single explosion with a wide radius at the top-center of the floor physboxes which will make them fall in a sprawling realistic way.

Its all up to how you want it to look really.

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lotsafish
17 Posts
Posted Jun 29, 2011
Replied 2 minutes later
This kind of thing:

http://www.halfwit-2.com/?page=tutorials&id=83

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Another Bad Pun
516 Posts
Posted Jun 29, 2011
Replied 12 minutes later
The pit you fall in at the beginning of the game, the portal gun pedestal one, is actually a prop that plays an animation when you step on a trigger on top of it.
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MasterLagger
1,695 Posts
Posted Jun 29, 2011
Replied 1 hour later
hmm... a falling floor with func_physbox, a great trap to add.
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IAmCaveJohnson
12 Posts
Posted Jun 30, 2011
Replied 1 day later
I always use func_physboxes for falling floors and walls. A func_breakable would have a bit less lag,
but a physbox would look more realistic