Creating New Testing Elements
spongylover123 wrote:
set the flange model's collisions to not solid
That didn't work...and this example map I'm studying has the flange's collisions on. Strange. I've tried changing tube models: staying consistent, random tube models, but still nothing. Maybe I'll try a different entrance model. Going to try that...
kariko wrote:
spongylover123 wrote:set the flange model's collisions to not solid
That didn't work...and this example map I'm studying has the flange's collisions on. Strange. I've tried changing tube models: staying consistent, random tube models, but still nothing. Maybe I'll try a different entrance model. Going to try that...
the collision model covers the whole model, so there's no hole. so you should set the collision to not solid, are are for vactube_entrace
spongylover123 wrote:
the collision model covers the whole model, so there's no hole. so you should set the collision to not solid, are are for vactube_entrace
Tried that, still didn't work. It's not that it isn't going in, it's that it's not getting out of the 90 degree angled tube.
Also, thanks for that info, I can't believe they did all of that with inputs/outputs. I think I'm gonna try to learn advanced I/O stuff and VScripting later. Know any good tutorials for VScripting?
I learned it mostly by looking through the standard scripts in portal2/scripts/vscripts. And there is a list of Portal 2 script functions. You'll need some programming knowledge to make sense of any of this though.
Waterwheels or whatever would require prop_paint_bombs value 4.