FelixGriffin wrote:
I don't understand what you mean by "bouncing": do you mean when you have two portals on the ground, and drop the cube into one from a height, and it flies back and forth? I thought that always kept the same height, and thus things like Portal (1)'s Test 18 would work without fast reflexes?
Exactly, that is what I meant. And I mean this discrepancy is only for cubes, not the player:
*
- Hamer maps* = player doesn't lose height while getting out/in floor portals. Cube loses height little by little.
- PTI maps = nor player or cube lose height ever.
FelixGriffin wrote:
Wow, that's ridiculous! Although very Aperture-like.
Isn't there a separate instance for the Turret Cubes? If so, we could redesign the normal one to be MUCH simpler.
Indeed. The new dropper instances distributed with the DLC2 (located into sdk_content/maps/instances/p2editor btw) are only 2: a monster_dropper and an item_dropper.
The item dropper can spawn different cube types you can choose by setting a number value in the func_instance_parms. Due to the fact that there is an independent monster_droopper, I guess you'll never be able to spawn a monster box by the item_dropper
, so the cube types would be regular, companion. reflector, ...and maybe their rusty models? (don't really know if those exist in the PTI, I believe not, because of the clean style in the PTI maps).
Yesterday I was making some tests trying to turn the monster_box into a regular cube model by a script. Check out and LOL:

(It seems that even if you set the monster_box to be spawn in the map as a box, then change the material model, it still look like if the frankenturret were pulling its cube)
It's strange because if you simply spawn the monster_box as a box, its position is very similar to the regular cube (hermit_idle model) except for the noises and the sad eyes
I guess it's possible to use some script to GetAngles(?) from a regular cube already placed into the map and SetAngles(?) of the monster box to be those? Could any scripter help me about that?
Kaleido wrote:
WTF??? wow. what a fucking... roundabout way to solve a problem that didn't exist? this is so surreal.
I'm assuming from a design standpoint they wanted 'cube physics' to be as simple as possible for the PTI (so when you launch a cube through something in PTI you can predict exactly where it lands when you're building the puzzle?)
But man, what a complicated solution to that problem O_O
Yeah! Kaleido, I thought the same! Ofc I think they wanted to simplify the cubes physics for being used in the PTI... but man, why didn't they just change the prop_weighted_cube entity?? THIS is what really intrigues me! Is it because they didn't want to change what had been that way "all our lifetime"? Is it in order to avoid messing up with the stock campaigns puzzles?
And finally, isn't there any simpler solution for this? I won't stop until I understand the system by which they turn a monster_box into a regular cube. I've tried the "BecomeBox" monster_box input to no avail. Maybe using (filtered) triggers like Valve does instead of logic_autos?
Will continue testing...