Button and trigger exclusions
You'd have to make the button from scratch.
If you choose to make the button from scratch, use filters and have multiple triggers.
Fracture wrote:
I don't think I am doing it right, im trying to make a floor button kill all cubes that touch it, except one
Sorry, I meant a filter_activator_name
https://developer.valvesoftware.com/wik ... vator_name
Add a trigger_multiple above the button.
OnStartTouch > !activator > Kill/Dissolve
Set the filter to "Disallow entities that match criteria" and filter it to the cube.
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Create a filter_activator_name. This is the easiest of the filters if you have to pick one cube amongst several. You'll have to give that cube a name, let's say "activating_cube" and then put that name into the Filter name box in the filter_activator_name properties. Also give the filter a name for example "filter_cube" (naming this is not really necessary in this example though)
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In order to fizzle the rest of cubes, create a trigger_portal_clanser that covers the button only (think that you don't want to fizzle the surrounding stuff, only what's pressing the button
). Set it to start disabled. Let's name it "cube_fizzler". Remember to check the "physics objects" flag for this trigger 
[Let's say for this example that what you want the desired cube to do is to open a door called "main_door"]
***SETTINGS***
Button Settings:
OnPressed > filter_cube > TestActivator
OnUnPressed > main_door > Close
Filter settings:
OnPass > main_door > Open
OnFail > cube_fizzler > Enable
OnFail > cube_fizzler > Disable / delay: 0.15
Hmmm... I think it wasn't so complex after all, right? 
I think you can make it even simpler: instead of using a portal cleanser, send a "dissolve" signal to the cube directly:
OnFail ==> !activator Dissolve
HMW wrote:
I think you can make it even simpler: instead of using a portal cleanser, send a "dissolve" signal to the cube directly:
OnFail ==> !activator Dissolve
Correct ![]()
I do however got this other problem entirely. which tool do i use to have a brush entity face the player at all times? i imagine its the same one glados uses
Place a logic_auto with the output OnMapSpawn->func_tank->SetTargetEntityName->!player. Check the "Active" flag to have it active from the beginning. I believe you then just parent your brush entity to the func_tank.
wrathofmobius wrote:
Use a func_tank (a brush entity)
Place a logic_auto with the output OnMapSpawn->func_tank->SetTargetEntityName->!player. Check the "Active" flag to have it active from the beginning. I believe you then just parent your brush entity to the func_tank.
would that function any different in coop?
The TargetEntityName player are both, since both players are the entity "player".
You could also use !red and !blue, their unique "proxy"-names.
"Some guys are the type of people who bring brass knuckle site to a fight. I've always thought it prudent to bring some running shoes."
Fracture wrote:
i finally got around to implementing this, but i don't see anything that allows me to adjust its turn speed
Yaw rate is the speed of the left/right movement of the func_tank if that's what you're asking. And the Yaw range, the range of left/right movement in degrees...