Pneumatic Diversity Vent

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Lostprophetpunk
409 Posts
Posted Jul 02, 2011

Heya there,

I have followed the tutorial on the Valve Developer Community Wiki. However, when I went to test my vent, the turrets get sucked up but hover just below the entrance to the vent, meaning they are not sucked up through the vent.

I have attached a screenshot of the turret floating.

2011-07-02_00002.jpg
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ChickenMobile
2,460 Posts
Posted Jul 02, 2011
Replied 6 hours later
Put the trigger_push's force right up, that was the turret will fly faster and be able to gain height.
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Lostprophetpunk
409 Posts
Posted Jul 02, 2011
Replied 44 minutes later

chickenmobile wrote:
Put the trigger_push's force right up, that was the turret will fly faster and be able to gain height.

Thank you for the help. I set the value to 3000.

However, the other trigger_push I have that carries the turret along the tube, no matter what direction I set it to (the force is 3000 same as the other one), it will not move along the tube, they just get stuck near the top of the curved tube.

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ChickenMobile
2,460 Posts
Posted Jul 02, 2011
Replied 37 minutes later

Lostprophetpunk wrote:
chickenmobile wrote:

Put the trigger_push's force right up, that was the turret will fly faster and be able to gain height.

Thank you for the help. I set the value to 3000.

However, the other trigger_push I have that carries the turret along the tube, no matter what direction I set it to (the force is 3000 same as the other one), it will not move along the tube, they just get stuck near the top of the curved tube.

Change the push direction. Using the 'point at' helper doesn't work, so you need to put in the values manually. Usually the little circle is a good guide and can help if you don't need it to go diagonal.
Make sure that you create 2 different push entities otherwise it will push in the same direction.

It may be easier to overlap the pushes at the corners instead of creating a diagonal push, this will reduce the amount of ent data in the map and less work :wink:

Hope this helps.

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Lostprophetpunk
409 Posts
Posted Jul 02, 2011
Replied 1 hour later

chickenmobile wrote:
.Change the push direction. Using the 'point at' helper doesn't work, so you need to put in the values manually. Usually the little circle is a good guide and can help if you don't need it to go diagonal.
Make sure that you create 2 different push entities otherwise it will push in the same direction.

It may be easier to overlap the pushes at the corners instead of creating a diagonal push, this will reduce the amount of ent data in the map and less work :wink:

Hope this helps.

I did already create two different push entities which overlap each other. Also, I have tried many combinations of '90' and '-90' for the settings, but the turrets just get stuck in the top of the curved turret.

Maybe this screenshot will help.

screen.png
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Another Bad Pun
516 Posts
Posted Jul 02, 2011
Replied 39 minutes later
I did this once, and ended up working best for me was having a diagonal push in the curve. It may take a while, but it will work better, and you can always copy it and make it an instance once you finish.
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Rubrica
305 Posts
Posted Jul 02, 2011
Replied 45 minutes later
Also, I don't know if you're already doing this, but as well as the standard models for the diversity vents, there are ones just with glass, and just with frames. I don't know whether it would work (I haven't tried it yet) but if you made it so that only the glass was solid, it might stop props getting caught on the frame.
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AntiVector
102 Posts
Posted Jul 02, 2011
Replied 41 minutes later
I'm making a PDV map as part of The Complete E3 Recreation Collection, and they are a ** to work with. The way I do 'em is make two long, thin (thinner than the inside of the inside of the tube, about 32x32xWhatever) trigger_pushes, one for each of the two angles, and diagonals for bigger angles. That's how I made this:
img

Rubrica wrote:
Also, I don't know if you're already doing this, but as well as the standard models for the diversity vents, there are ones just with glass, and just with frames. I don't know whether it would work (I haven't tried it yet) but if you made it so that only the glass was solid, it might stop props getting caught on the frame.

The bots still get stuck in the glass, and those cloggy bots are the main reason this mechanic was removed from Portal 2.

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Lostprophetpunk
409 Posts
Posted Jul 02, 2011
Replied 12 minutes later
Thank you all for the help.

I discovered it was my fault, as all I had to do was to change the angle of my trigger_push entities (which were horizontal) to 270. It works fine now.

Really appreciate all the help guys.

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Rubrica
305 Posts
Posted Jul 02, 2011
Replied 1 hour later

AntiVector wrote:
Rubrica wrote:

Also, I don't know if you're already doing this, but as well as the standard models for the diversity vents, there are ones just with glass, and just with frames. I don't know whether it would work (I haven't tried it yet) but if you made it so that only the glass was solid, it might stop props getting caught on the frame.

The bots still get stuck in the glass, and those cloggy bots are the main reason this mechanic was removed from Portal 2.

Really? Why would they get stuck on smooth glass? Is it just too small a vent - in which case, some brushwork could act as a pseudo-vent that works, couldn't it, if it were made wider?

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ChickenMobile
2,460 Posts
Posted Jul 02, 2011
Replied 5 hours later

Lostprophetpunk wrote:
I did already create two different push entities which overlap each other. Also, I have tried many combinations of '90' and '-90' for the settings, but the turrets just get stuck in the top of the curved turret.

The 3 angle values go 'pitch, yaw, roll' so practically the second number is the 'horizontal' angle. I should have mention this to you.

Eg. -90 0 0 is up, -45 90 0 is an up angle of 45* upwards and pointing towards the minus direction on the Y grid.