I know mostly how to do that. But suppose I have 10 fizzlers. Do I have to duplicate the output for all of them? Or is there some way to put them all somewhere and have the fizzlers call them?
How to duplicate output events?
Also, you should never provide a box with no way of getting it back after its been destroyed. In valve's terms thats retarded.
Because if you ever need to change the events, you would have to do it for each fizzler if the events were directly in the fizzler.
Quote:
Also, you should never provide a box with no way of getting it back after its been destroyed.
It's a companion cube. So if the user accidentally destroys it by dropping it in the water, I want the game to end (i.e. kill them) so they don't continue. Otherwise they might think they can't figure out the next puzzle when in fact it depends on the cube.
Is respawning a companion cube standard? I didn't think so.
Thanks for all answers, I'll try it tonight.
whupper wrote:
Quote:Also, you should never provide a box with no way of getting it back after its been destroyed.
Is respawning a companion cube standard? I didn't think so.
I assumed it was a box because you never said it was a companion cube. Anyway, glad we could help.
whupper wrote:
Quote:Also, you should never provide a box with no way of getting it back after its been destroyed.
Is respawning a companion cube standard? I didn't think so.
On the contrary...
Go to testchamber 16 and throw the cube high up on the second stair just after you get the cube. Then go back to the first room and the box dropper gives you another cube. Go to the stairs and VOIP! your first WCC is gone.
volt wrote:
On the contrary...Go to testchamber 16 and throw the cube high up on the second stair just after you get the cube. Then go back to the first room and the box dropper gives you another cube. Go to the stairs and VOIP! your first WCC is gone.
A personnal note: The companion cube is not harmed. It just vanishes.
If there is a way to kill a cube with a fizzler or in the goo, that would mean that the companion cube gets hurt. But in that philosophy, the player should only harm the cube when he is forced to do it, just like what happens with the incinerator.
Hurricaaane wrote:
A personnal note: The companion cube is not harmed. It just vanishes.If there is a way to kill a cube with a fizzler or in the goo, that would mean that the companion cube gets hurt. But in that philosophy, the player should only harm the cube when he is forced to do it, just like what happens with the incinerator.
Also when you walk with your companion cube through an emancipation grid, it will vaporize with the skin of a normal cube. This looks very ugly imo, so I would try to avoid that too.
Quote:
Go to testchamber 16 and throw the cube high up on the second stair just after you get the cube. Then go back to the first room and the box dropper gives you another cube. Go to the stairs and VOIP! your first WCC is gone.
Darn, you're right...
Hurricaaane:
Quote:
If there is a way to kill a cube with a fizzler or in the goo, that would mean that the companion cube gets hurt. But in that philosophy, the player should only harm the cube when he is forced to do it, just like what happens with the incinerator.
So are you saying any map with the companion cube should not have hazards that could destroy it, like fizzlers? Are are you saying the player shouldn't be forced to (apart from the incinerator)?
whupper wrote:
So are you saying any map with the companion cube should not have hazards that could destroy it, like fizzlers? Are are you saying the player shouldn't be forced to (apart from the incinerator)?
In my opinion the player shouldn't be able to destroy or lose the companion cube at all, with the exception of the incinerator.
Hedgehog wrote:
In my opinion the player shouldn't be able to destroy or lose the companion cube at all, with the exception of the incinerator.
I understand your point here, but the converse to this position is that it restrict mappers from certain puzzle combinations, like companion cube puzzles that use death water.
I always thought that the fade-to-black with "Subject destroyed critical resources" or along those lines in the original Half Life was a cool way of doing things. In Portal, though, if you use those, as has been stated, it would be necessary to have frequent auto-saves.