Excursion Funnels and grates

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jedilink25
4 Posts
Posted Aug 16, 2011
I'm sure this has happened to everyone... you think of a great way to do a puzzle and then realize you can't do it. Well, I just realized I've just hit this road block. Basically, the final room in my map requires excursion funnels to pass through grates. This is a huge part of the map, and it's virtually worthless without this feature. Unfortunately, it seems excursion funnels do not work through grates. Does anyone know of a work around or alternative to this? Basically, I need some texture that allows the excursion funnel and portal-gun shots to pass through, but not the player or physics objects. Does this exist or is this even possible?

Thanks

Erik

Some screenshots of what's happening and an idea of what I want to happen:
https://lh5.googleusercontent.com/-ieqZKTVeIxg/TkrutQy524I/AAAAAAAAAek/n15GIOE_meA/s800/2011-08-16_00002.jpg
https://lh4.googleusercontent.com/-yhz87RVueCI/Tkruth0v6VI/AAAAAAAAAeo/-j1ALUXjmNE/s800/2011-08-16_00001.jpg

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spongylover123
944 Posts
Posted Aug 16, 2011
Replied 11 minutes later
First, make a block with 0 units thick and with the grate texture, then tie it to a func_detail, and turn of collisions and solidity. Then creating a block with a player clip and tie it to a func_detail but no collisions or solidity
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Will T.
163 Posts
Posted Aug 16, 2011
Replied 9 minutes later
Use func_brush instead of func_detail (func_detail doesn't have solidity options). Also you can't make a brush 0 units thick, so just make it 16 or so. Thickness doesn't actually matter except visually if you're making it non-solid.

Also add a standard playerclip brush (not tied to an entity) and a func_clip_vphysics brush in the same space as the grate. This will prevent cubes and such from going through.

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jedilink25
4 Posts
Posted Aug 16, 2011
Replied 45 minutes later
Hey, thanks a bunch guys!!! Works like a charm.

Erik

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satchmo
415 Posts
Posted Aug 16, 2011
Replied 54 minutes later
Why go through all the trouble of setting up complicated brushes?

A light bridge does exactly that, and it does not need any explanation to the player.

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morrock
23 Posts
Posted Aug 16, 2011
Replied 17 minutes later
I've always thought it didn't make sense for an excursion funnel to go through a light bridge. The player may also think the lightbridge is supposed to be used for something and get frustrated if it doesn't end up on a portalable surface, it is a test element after all.
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spongylover123
944 Posts
Posted Aug 16, 2011
Replied 23 minutes later
The difference between a hard light bridge and a grate is that the player might think there is a use for it, and I don't think excursion funnels can go through them
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Random
171 Posts
Posted Aug 16, 2011
Replied 1 hour later
In the same vein, do you think players would be confused if I had a button that turns off a lightbridge that a funnel passes through? The bridge would essentially block objects/players from passing through until the button is pressed. The button and indicator strips will be clearly visible, so I'm hoping everyone would understand.
The same thing could be accomplished with a moving grate, but a lightbridge seems more practical to me.
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ndavidow
26 Posts
Posted Aug 16, 2011
Replied 1 hour later
Just put the funnel out of reach...?
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Vordwann
767 Posts
Posted Aug 16, 2011
Replied 3 minutes later
I think he wants it so you can't funnel yourself to the funnel emitter, an off limits area of the puzzle.
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ndavidow
26 Posts
Posted Aug 17, 2011
Replied 15 minutes later
Ok, so just put the starting length of the funnel behind a big grate, or glass with an aim hole.
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Spam Nugget
492 Posts
Posted Aug 17, 2011
Replied 6 hours later

ndavidow wrote:
Ok, so just put the starting length of the funnel behind a big grate, or glass with an aim hole.

yes but if the aim is to create an obstruction that can be removed, surely a lightbridge will be more understandable? i think that would work better, personally..

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KenJeKenny!?
238 Posts
Posted Aug 17, 2011
Replied 2 hours later

Spam Nugget wrote:
ndavidow wrote:

Ok, so just put the starting length of the funnel behind a big grate, or glass with an aim hole.

yes but if the aim is to create an obstruction that can be removed, surely a lightbridge will be more understandable? i think that would work better, personally..

Why don't you just use a Thermal Discouragement Field? adds a bit off danger to the obstacle :smile:

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Spam Nugget
492 Posts
Posted Aug 17, 2011
Replied 15 hours later
yes, but that wont block objects as well as the payer...also, it would be frustarting for any sort of timed puzzle.
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Vordwann
767 Posts
Posted Aug 18, 2011
Replied 15 hours later
it effectively blocks the player by... killing them. Player: blocked!
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Spam Nugget
492 Posts
Posted Aug 18, 2011
Replied 3 hours later
it also blocks objects by...letting then through completely unaffected! which was my point!
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Vordwann
767 Posts
Posted Aug 18, 2011
Replied 2 hours later
Just use a playerclip brush and a func_clip_vphysics in the same place as your non-solid brush textured with the grate texture.