Kind of a deathtrap

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beecake
484 Posts
Posted Oct 22, 2011
I want water to be under the player. Then (when triggered) the water will start rising and the player has to jump onto a platform. And the water stops rising so the player doesnt get hurt.

In other words.

A brush with toxic texture
A Trigger_hurt parented to the toxic brush
An entity to make it rise

How do i make the water rise?

I tried func_tracktrain. It just got very weird... somehow i cant make tracktrain go vertical.
I tried func_door and the same happened as with the tracktrain

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ChickenMobile
2,460 Posts
Posted Oct 22, 2011
Replied 1 hour later
'Water' + 'moving' doesn't go very well together. However a func_water_analog could be what you are looking for.

Please note: I haven't made a func_water_analog in Portal2, so I have no guarantees that it works. In HL2 there was only one texture you could use (maybe 2, not sure) for rising water. Even then the entity was incredibly buggy.

EDIT: I remember in this thread there was a small discussion about rising water. Research!

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beecake
484 Posts
Posted Oct 22, 2011
Replied 12 minutes later
Actually i found an alternative. Why bring the water to you if you can bring yourself to the water? :razz:
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ChickenMobile
2,460 Posts
Posted Oct 22, 2011
Replied 19 minutes later

beecake wrote:
Actually i found an alternative. Why bring the water to you if you can bring yourself to the water? :razz:

Moving the world can be just as annoying to work with.

I remember Omnicoder did a cool fall scene in one of his maps that mimic'd the player falling/objects falling with the player.
Why I thought of this and why I thought it was relevant... meh.

Perhaps mimicking water rising instead of actually having rising water would probably be a better option.

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beecake
484 Posts
Posted Oct 22, 2011
Replied 22 minutes later
Yea :razz: Meh i made the deathtrap a little different... The water isnt coming up to you... the floor is moving away so you fall down :biggrin:
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MasterLagger
1,695 Posts
Posted Oct 22, 2011
Replied 6 hours later
I used a func_door clip brush with a door parented to it to move it up, maybe make a toxic brush with func_door tied to it and have the trigger_hurt parented to it? I know you have an alternative way, but I'm just throwing ideas out there.
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beecake
484 Posts
Posted Oct 22, 2011
Replied 2 hours later

MasterLagger wrote:
I used a func_door clip brush with a door parented to it to move it up, maybe make a toxic brush with func_door tied to it and have the trigger_hurt parented to it? I know you have an alternative way, but I'm just throwing ideas out there.

Yup i tried that :wink: tying water func_door just messes it really much up :wink:

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Spam Nugget
492 Posts
Posted Oct 23, 2011
Replied 5 hours later
What if you left the water where it was but moved the entire room downwards, thus giving the impression the water is rising.
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beecake
484 Posts
Posted Oct 23, 2011
Replied 5 hours later

Spam Nugget wrote:
What if you left the water where it was but moved the entire room downwards, thus giving the impression the water is rising.

Hah yes thats a Nice idea :biggrin: I was thinking, Can you parent instances?

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Spam Nugget
492 Posts
Posted Oct 23, 2011
Replied 59 minutes later
I dont think so, unfortunately.
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beecake
484 Posts
Posted Oct 23, 2011
Replied 22 minutes later

Spam Nugget wrote:
I dont think so, unfortunately.

Hm... Well... In glad i've Got an alternative :razz: god i love english words :biggrin:

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reepblue
894 Posts
Posted Oct 25, 2011
Replied 2 days later
Your having issues with water rising because the water uses reflections and shaders. Therefore, it needs to be a brush in the world, and it can not be tied to anything.

The only textures you can use to make water move is cheep water (which looks like crap), and tie it to a func_water_analog. But like others say, make the illusion that the water is rising by having the room move downward.