cube/sphere socket question

Avatar
soulmapp
3 Posts
Posted Jun 16, 2012
hi all..

how can i help a sphere drop correctly into the sphere socket..
For example....
i tried using playerclip, to help the sphere drop excalty into the socket.
but ofcourse playerclip..does not effect he sphere or cube ..

any ideas what is the best to use..

Advertisement
Registered users don’t see ads! Register now!
Avatar
BEARD!
169 Posts
Posted Jun 16, 2012
Replied 22 minutes later
Try a func_clip_vphysics entity.
Avatar
soulmapp
3 Posts
Posted Jun 16, 2012
Replied 29 minutes later
works perfect.. thank you.
Avatar
Lpfreaky90
2,842 Posts
Posted Jun 16, 2012
Replied 1 hour later
quick note:
player = player
clip = prevent from going through it.
aka:
playerclip = prevent player from going through it.
clip_vphysics = prevent physics objects from going through it.
Avatar
BenVlodgi
633 Posts
Posted Jun 16, 2012
Replied 38 minutes later

in the future, try consulting with the Valve Developer Community (VDC) first

https://developer.valvesoftware.com/wiki/Main_Page
thats the website
a quick search on the site brought me to this....

https://developer.valvesoftware.com/wiki/Tool_textures

here you can see what all the different tool textures do, and why playerclip would not have helped you at all

Avatar
FelixGriffin
2,680 Posts
Posted Jun 16, 2012
Replied 4 hours later
Here's a question: how do not clip the player or VPhysics stuff...but everything else? As in, how could I make something which blocks an env_laser or env_beam or such from passing through?
Avatar
ChickenMobile
2,460 Posts
Posted Jun 17, 2012
Replied 9 hours later
Look up filters.
Avatar
FelixGriffin
2,680 Posts
Posted Jun 17, 2012
Replied 8 hours later
Can an env_laser take a filter name for clipping or damage?
Avatar
HMW
806 Posts
Posted Jun 17, 2012
Replied 5 hours later
It's probably the blocking entity that needs a filter. I'm not sure if that will work on lasers though, so you will have to experiment.

Also have a look at the full list of tool textures. Might be useful.

Avatar
FelixGriffin
2,680 Posts
Posted Jun 17, 2012
Replied 1 hour later
Essentially I want to block your Sendificator's beams. :smile:

I'll look through that list.

Avatar
HMW
806 Posts
Posted Jun 18, 2012
Replied 21 hours later

FelixGriffin wrote:
Essentially I want to block your Sendificator's beams. :smile:

I'll look through that list.

If you want a filtering window of some kind that lets the normal laser through, but blocks the sendificator, that's super easy: just make a glass pane that is more than 1 unit thick :biggrin:

The env_laser I use doesn't go through glass. The script does some extra probing to work around that, and by default it is configured to trace through glass (or any other solid geometry for that matter) that is one unit thick or less.

(Make sure you get the latest source, earlier versions work differently.)

Avatar
FelixGriffin
2,680 Posts
Posted Jun 18, 2012
Replied 6 hours later
Ah! Cool! Where can I get the latest source?

Mine is configured to send a portal-beam through special laser cubes, and I'm trying to find a way to block it with fizzlers. I'm thinking I'll just make the fizzler solid until the player's touching it.

Avatar
HMW
806 Posts
Posted Jun 19, 2012
Replied 20 hours later

FelixGriffin wrote:
Ah! Cool! Where can I get the latest source?

http://dl.dropbox.com/u/51831059/Portal ... _v4_src.7z

FelixGriffin wrote:
Mine is configured to send a portal-beam through special laser cubes, and I'm trying to find a way to block it with fizzlers. I'm thinking I'll just make the fizzler solid until the player's touching it.

That should work fine! However you can make things easier for yourself by adding a generic output in the script, just like @sendtor_tel_fx, @sendtor_gen_fx etcetera, but fire it before the trace begins instead of after. (trace_start() would be a good place.)
Then add a single relay that briefly enables func_brushes wherever you want to block the beam, give it the correct name, and it will do its job fully automatically!

(BTW this thread is now officially derailed :smile:)

Avatar
FelixGriffin
2,680 Posts
Posted Jun 19, 2012
Replied 1 hour later
Good idea. I might also make the portal-through-fizzler thing a test element, and actually build in visible doors (as in, you step into the middle, and one side closes before the oher opens) in cases like the exit hallway.

I hope you don't mind that I'm using your script. I can't believe you thought of actually tracking the location of the ending sprite to do clipping detection. I was just going to use a tracktrain and find entities in a sphere at each step.

Avatar
HMW
806 Posts
Posted Jun 20, 2012
Replied 21 hours later

FelixGriffin wrote:
I hope you don't mind that I'm using your script. I can't believe you thought of actually tracking the location of the ending sprite to do clipping detection. I was just going to use a tracktrain and find entities in a sphere at each step.

The end sprite trick actually dates back to Portal 1 and the laser redirection part of Try Anything Twice. It was the one thing that finally worked reliably, after a lot of horsing around with lots of triggers, grids of miniscule damage-sensitive buttons, extreme-velocity pelting of tiny physbox cubes and, indeed, tracktrains.
I scrounged every fucking corner of the Source engine before coming up with that solution.

Of course you can use the script. That's why I uploaded the source, so people can make more cool stuff!
I'm looking forward to see what you're making!

Avatar
FelixGriffin
2,680 Posts
Posted Jun 20, 2012
Replied 4 hours later

Demo ready! Map coming soon.

Here's the cube:

http://steamcommunity.com/id/FelixGriff ... tab=public

http://steamcommunity.com/id/FelixGriff ... tab=public

And here's the instance:

Felix's WIP Uploads

For use with my customizable box droppers, or just an env_entity_maker. I have a cool test in the works for it.

&
Avatar
BenVlodgi
633 Posts
Posted Jun 21, 2012
Replied 5 hours later

FelixGriffin wrote:
Demo ready! Map coming soon.

Here's the cube:
http://steamcommunity.com/id/FelixGriff ... tab=public
http://steamcommunity.com/id/FelixGriff ... tab=public

And here's the instance:
Felix's WIP Uploads

For use with my customizable box droppers, or just an env_entity_maker. I have a cool test in the works for it.

cool, whats it for?

Advertisement
Registered users don’t see ads! Register now!
Avatar
FelixGriffin
2,680 Posts
Posted Jun 21, 2012
Replied 9 hours later
The Portal Deflection Cubes. As soon as I finish my test chamber, I'll release a better version in with that. Argh, destroyed ceilings are hard to build!