Replacing the model of the Hard Light Bridge

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Habzs
225 Posts
Posted Apr 08, 2012
Well, as stated in the title, how do you change the model of the Hard Light Bridge?
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ChickenMobile
2,460 Posts
Posted Apr 09, 2012
Replied 1 hour later

Habzs wrote:
Well, as stated in the title, how do you change the model of the Hard Light Bridge?

Generally the behaviours of puzzle entities are hard-coded. Changing the model of a lightbridge would probably only create errors or change the collisions instead of actually changing the model.

What I would do: Hide the lightbridge in a wall and put the wanted model against the wall in-front of the real lightbridge. Make sure that a func_illusionary or another non-solid block is used so the actual lightbridge can travel through the wall and that the emitter model you actually want to use is non-solid so it doesnt block the lightbridge.

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Habzs
225 Posts
Posted Apr 09, 2012
Replied 1 hour later

chickenmobile wrote:
Habzs wrote:

Well, as stated in the title, how do you change the model of the Hard Light Bridge?

Generally the behaviours of puzzle entities are hard-coded. Changing the model of a lightbridge would probably only create errors or change the collisions instead of actually changing the model.

What I would do: Hide the lightbridge in a wall and put the wanted model against the wall in-front of the real lightbridge. Make sure that a func_illusionary or another non-solid block is used so the actual lightbridge can travel through the wall and that the emitter model you actually want to use is non-solid so it doesnt block the lightbridge.

Yeah. About that. I want the emitter to float in the middle of the room. :/

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ChickenMobile
2,460 Posts
Posted Apr 09, 2012
Replied 1 hour later

Habzs wrote:
Yeah. About that. I want the emitter to float in the middle of the room. :/

Gay floating emitter is gay.

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Habzs
225 Posts
Posted Apr 09, 2012
Replied 20 minutes later

chickenmobile wrote:
Habzs wrote:

Yeah. About that. I want the emitter to float in the middle of the room. :/

Gay floating emitter is gay.

LOL. It's not exactly floating. That's the easiest way to describe what I want.

I want to use the HLB model as a HLB redirector. When a bridge touches the model, it activates it and 'redirects' the bridge.

If any of this even make sense. :biggrin:.

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ChickenMobile
2,460 Posts
Posted Apr 09, 2012
Replied 38 minutes later

Habzs wrote:
chickenmobile wrote:

Habzs wrote:

Yeah. About that. I want the emitter to float in the middle of the room. :/

Gay floating emitter is gay.

LOL. It's not exactly floating. That's the easiest way to describe what I want.

I want to use the HLB model as a HLB redirector. When a bridge touches the model, it activates it and 'redirects' the bridge.

If any of this even make sense. :biggrin:.

Someone: jexim recently made something similar in his map except they were brushes with textures applied to it.

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Habzs
225 Posts
Posted Apr 09, 2012
Replied 17 minutes later

Quote:
Someone: jexim recently made something similar in his map except they were brushes with textures applied to it.

I know. When I made my map, I didn't know that this concept existed. Thanks for helping anyway.

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Lpfreaky90
2,842 Posts
Posted Apr 09, 2012
Replied 1 hour later
I think chicken is completely right here. To be honest I am unsure if this is a good idea. The whole idea of the hardlightbridge is that it is linear. Using "hlb-catchers" doesn't mess with this basic priciple but redirection things do. But if you think it's a good idea: proof me wrong :thumbup:
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BenVlodgi
633 Posts
Posted Apr 11, 2012
Replied 1 day later
you could try using linked portal doors, I can think of a few ways that would work, but you cant have too many of them!
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Habzs
225 Posts
Posted Apr 11, 2012
Replied 9 hours later

BenVlodgi wrote:
you could try using linked portal doors, I can think of a few ways that would work, but you cant have too many of them!

I forgot all about the world portals. Will try it out. :smile: