[Portal 1] a dropping cube system that activates by a switch
The tutorial itself is good but this is not exacly what I want. I do not want a cube to spawn depending of the player's location (with the trigger) but I want it to spawn thanks to a switch. Also, I need to destroy any previous cube when the player presses the switch again.
I tryied to create an invisible brush as a func_button but nothing else, I have no idea how to making working it like I want. Can anyone help ?
Spam Nugget wrote:
That tutorial is for portal 1, there is an easier way to do it in portal 2 using instances, check out this page.
When the thread starts with [Portal 1] I think it's save to assume this is a question for portal 1, not for portal 2. So I think that your suggestion doesn't really work...
(I never mapped for portal 1 so I have no idea how to actually solve this problem
)
lpfreaky90 wrote:
Spam Nugget wrote:That tutorial is for portal 1, there is an easier way to do it in portal 2 using instances, check out this page.
When the thread starts with [Portal 1] I think it's save to assume this is a question for portal 1, not for portal 2. So I think that your suggestion doesn't really work...
(I never mapped for portal 1 so I have no idea how to actually solve this problem
)
I may have never read that bit......sorry to the OP 
DromEd wrote:
Hello, I've been looking for the tutorial about how to create the dropping cube system. The tutorial is here: https://developer.valvesoftware.com/wik ... ox_dropper
The tutorial itself is good but this is not exacly what I want. I do not want a cube to spawn depending of the player's location (with the trigger) but I want it to spawn thanks to a switch. Also, I need to destroy any previous cube when the player presses the switch again.
I tryied to create an invisible brush as a func_button but nothing else, I have no idea how to making working it like I want. Can anyone help ?
What you'd do is:
- Make a switch (look up the tutorial for that if your stuck)
- go to the point_template in the box dropper and check "don't fixup names" in the flags tab.
- In the switch's func_button have an output to the dropper to drop a new cube, and to the cube template to kill itself (make sure it drops AFTER you kill it, or it will kill both the new and old cube)
If all goes well that should work.
Groxkiller585 wrote:
3. In the switch's func_button have an output to the dropper to drop a new cube, and to the cube template to kill itself (make sure it drops AFTER you kill it, or it will kill both the new and old cube)
I'm sorry, I don't understand how to configure the outputs there. What to add, which objects, which parameters...
Can you give me all the necessary lines to make it drop, and destroy it before a new one get's released from the tube ?
I tryed to understand by myself but i'm lost with this part.