High velocity physics objects passing through solids
Using a catapult, a sphere or cube is launched through a portal where in the paired portal is behind a grate. The object will pass through the grate. The same thing happens with func_clip_vphysics & trigger_push. Using a catapult on the back of the grate worked about 50% of the time. Making the grate and/or func_clip_vphysics.
Am I just missing something obvious here?
I should also note that a hard light bridge needs to pass through.
The solution for this can be using a 16 or 32 pixel clip texture or a Func_clip_vphysics to block your objects.
For the hard light bridge: Just make a hole in the grating so it can pass through. I don't see another elegant solution for it.
Anyways; you're welcome, good luck on fixing your problem 
And remember 
I will take your advice and give you this (which is just a link to an image, I will make up for it later).
http://cloud.steampowered.com/ugc/56093 ... 39FDE00A2/
It should be observed that making the grate, func_clip_vphysics and clip wider than 16 didn't increase their effectiveness when velocity was increased to 1250. However, moving them farther away from the wall does stop the ball. Not exactly aesthetic. If I expand the grate border it will look like a cage and that can be acceptable for what I need. Also, moving the panel back into the wall can work.

This is what I ended up with:
http://cloud.steampowered.com/ugc/56093 ... F4B6FCFFD/
It turns out thickness doesn't matter in this instance as much as distance from the wall. This is exactly what you can see there, no clip or anything else, just the func_detail of the 1 unit thick grate around it. Distance from the wall is 40 in this case. I will try 36 and see how that goes.
Could you move the surface back into the wall say 32 or 64 units and have the grate at the same height as the wall?
Yes; I was just about to post a picture of that working. So now I will.
http://cloud.steampowered.com/ugc/56093 ... B2DF0A16A/
This does look much better. Unfortunately for me; a few of the portalable panels that need grates in the map I am working on are not in a wall / attached to arms.
EDIT: This is 24 units from the portalable face (23 units of air in between).
EDIT: also really high speeds will create more errors. If you can help it, don't make the player be able to fly at this portal faster than you need to.
||
Sally: Where did you come from?
The Pony in the Hat: Hmm, How do I put this... When a mommy pony and a daddy pony love each other very much, they decide that...
Conrad: Oh, no, no, no, no, no. Where did you come from?
The Pony in the Hat: My place, where else?||
chickenmobile wrote:
||
Sally: Where did you come from?
The Pony in the Hat: Hmm, How do I put this... When a mommy pony and a daddy pony love each other very much, they decide that...
Conrad: Oh, no, no, no, no, no. Where did you come from?
The Pony in the Hat: My place, where else?||

Falconerd wrote:
Yes; I was just about to post a picture of that working. So now I will.
http://cloud.steampowered.com/ugc/56093 ... B2DF0A16A/This does look much better. Unfortunately for me; a few of the portalable panels that need grates in the map I am working on are not in a wall / attached to arms.
EDIT: This is 24 units from the portalable face (23 units of air in between).
Yeah, I remember having this problem and found the same solution. If you need the surface to be extended, would it be suitable to set a fizzler or something a few feet in front of it? That way if the object gets launched through when it's not supposed to it still gets destroyed or blocked, but looks better than the boxed-in look.
lpfreaky90 wrote:
oh darn, I've got the wrong pony as avatar
I think it's a good choice of avatar.
This way the grate can still be thin but the invisible brush can be big and do the blocking.
Robdon wrote:
How about putting an invisible brush a few units infront of the grate (has to be 2 or more units infront). Then the invisible block can be thicker (ie 32 or something) and it then blocks it.This way the grate can still be thin but the invisible brush can be big and do the blocking.
The problem with invisible is that is also blocks the hard light bridge 
@Random; but fluttershy isn't lightning fast 
CamBen wrote:
You could activate a trigger teleport to the other side, and when the teleport target was activated, activate a trigger catapult pushing it forwards in that direction.
Wait what? Basically you have the faithplate and when the faithplate catapults a cube you want to have a trigger_catapult in front of the grating to catapult the cube to the floor?
I don't like that; that seems very unnatural. (and technically a bit more difficult
)