Lasers and Pistons

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MutatedTurret
54 Posts
Posted Aug 22, 2011
I've started to work on a custom instance that allows for lasers to be more dynamic. They can move to 3 positions laterally, or rotate in 45-90 degree shifts. However, I've run into a few detrimental errors.

I knew of the existence of the annoying floating laser cube glitch, but little did I know it applied to platforms as well...thus the cube will go up to a laser once, then upon being ordered to move out again, will be 'trapped' by the laser and break the cage I built for it. Obviously the cube breaking out of containment is not an intended effect.
Also, the degrees per second measurement is annoying to say the least, it is frequently inaccurate and results in slight offsets, which doesn't work well for long range puzzles. Is there any way to make this more accurate?

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iWork925
1,080 Posts
Posted Aug 22, 2011
Replied 4 hours later
To solve the laser problem where the cube gets stuck, create a trigger_push around the affected areas with a force on 1 down. This will constantly apply pressure to the cube but not change the effect of gravity and such.

For the accuracy problem I think there is a auto align function or something in the env_portal_laser which snaps the laser to catchers (not relays), but this give a very unrealistic feeling to the lasers as the laser can sometimes 'bend' out of the cube.

Also protip; don't make laser maps, they are so boring.

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Vordwann
767 Posts
Posted Aug 22, 2011
Replied 39 minutes later
If you do laser maps right, they can be great. Triple lasers anybody?

Try the trigger push and also, you could parent it to 8 func_door_rotatings, each one parented to the previous one, each rotating 45? in the same direction. This way you could trigger any amount of them for whatever measure. E.G. Triggering any three would rotate the box 135?, and deactivating any of the three would bring it back to 90?.

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Vordwann
767 Posts
Posted Aug 22, 2011
Replied 3 minutes later
Damnit i double posted... so i'm just gonna override this one.
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iWork925
1,080 Posts
Posted Aug 22, 2011
Replied 3 hours later

Vordwann wrote:
...8 func_door_rotatings, each one parented to the previous one...

img

Just use func_rotating

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Killerblonde
60 Posts
Posted Aug 22, 2011
Replied 49 minutes later
HAHAHAH! I award you

:potd:

I love it when people reply with a picture... you just made my day.

On the topic of laser puzzles; I think that a laser puzzle can be good, as long as it is original enough. Triple Lasers was good because you had 3 lasers going through a portal at once. A simple puzzle, but a concept you had never thought of or used before, giving you that AHA moment.

Laser puzzles can be boring if they're only about redirecting lasers through cubes to make little angles that work. It's practically a big geometry problem you're inside of. You can make laser only puzzles good by thinking of ways to make them original. Does anyone know how to make mirrors? (I think I know how to simulate one by having a mirror thing detect a laser, and because it can only come from one direction, it makes another laser go off at the appropriate angle.)

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Vordwann
767 Posts
Posted Aug 23, 2011
Replied 1 hour later
Well he should probably TRY the 8 doors, each at 45?, because obviously using a func_rotating isn't working for him timing-wise.
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MutatedTurret
54 Posts
Posted Aug 23, 2011
Replied 19 hours later
Thanks for the help all! I have the laser cube piston working and ready. Now I just have to expand it into all 3 axis, and give it faces for emitters and receivers.
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MutatedTurret
54 Posts
Posted Aug 27, 2011
Replied 3 days later
Unfortunately I have to resurrect this topic as I'm having a few more issues.
I have the laser piston working well so far, but it still ends up having a share of glitches in certain situation.

I'm starting to use it in an upcoming level, and I have a particular section in which a set pistons are moving up and down transferring a laser around to hinder the player around. However the pistons do not animate properly, ie the cube moves up and down and the rest of the piston remains rigid, but some pistons are functioning normally. The ones functioning normally are in vision radius of the test player start I place.
Is this a glitch with the engine or something fixable?

Furthermore, the pistons (or glitching cubes) all still end up desynching entirely, ruining the sequence and puzzle. It might relate the the way I have the timer set up, as I can't actually pack all the pistons into on package, and have to order the timer to move them all 1 by 1, so maybe even with no delay between this it starts lagging?

I wished the laser piston could also be used to give lasers a dynamic edge in timings, rather than just look fancy, but if they're this glitched still....

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Vordwann
767 Posts
Posted Aug 27, 2011
Replied 16 minutes later
You realise you can't really hinder the player with an env_portal_laser because if they jump, they don't take laser damage until they land...
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MutatedTurret
54 Posts
Posted Aug 27, 2011
Replied 56 minutes later
Oh yes, I keep forgetting about that...
Initially though the laser was set to 'lethal', but for some reason reflect cubes glitch it and it reverts back to a regular laser.