filter damage drown
I use a logic_playerproxy linked to a filter_damagetype with the type=DROWN and mode=disallow, but I still hear the sounds of the player being damaged...
Any ideas?
I suspect you meant that no water/slime kills you immediately, so they used a tr_hurt to accelerate the process.
Just to say, also the other way doesn't work: trigger with onstarttouch !activator setdamagefilter filter_name

the player still drowns in water, that's what I wanted to avoid, that's what I was able to do, that's what I can't do in Portal2 anymore.
my bad 
Alternatively, you could have a point_clientcommand that enables the "god" mode cheat.
Vordwann wrote:
If you don't want the player to take damage, then just disable the trigger_hurt for that duration of time..
The point is, there IS no trigger_hurt, I believe.
ok, I'll update if I find a solution, thanks
![]()
There already is a solution.
Remove the func_water_analog, you don't need it. I don't even think it works in Portal. Its a Half Life series thing. Create a brush extending over the area where you want the slime. Apply a toolsnodraw texture to all surfaces, then one of the toxicslime textures to the top. Create another brush in the same location. Texture with toolstrigger. Choose Tie to Entity and select Trigger_hurt. Set Damage to 100. You will fall through water, so the basin needs another brush at its base. One way to destroy objects: place a trigger_multiple above the water, with the flag Physics Objects, and this output: OnStartTouch > !activator > Dissolve > 0.00 > No
To "negate" the damage disable the triggers when you want to ie; on button press.
Don't know if it is possible. If the engine treats water like in the real world, the water should drop, so it will not work for you.