erasing paint with triggers
I know this can be done, cause right at the finale of the main story campaign, in Wheatley's chamber, the sprinklers turn on and the paint on the floor does the cool wash away dissolve. So how might I go about doing that?
Vordwann wrote:
Trigger_Paint_Cleanser?
nope doesn't work after the paint is already on the wall
iWork925 wrote:
I got this to work mildy well with water sprayers around the effected area that is triggered for a split second through I/O when
Noooooo. Never use sprayers to pre-paint things. It can work, but with larger areas its hard to control, and may multiple sprayers are needed.
To apply paint on a surface or an area, I use PAINT_SPHERE. You can set the paint radius and paint type, and with a logic_auto (onmapspawn) you can tell it to "Paint".
If you want to erase something, just set the radius big, the paint type to "Erase"...
when I use it to paint, I usually tell it to Paint several times (3 tims, waiting 0.1 sec between).
BTW its a good idea to use this paint_sphere with 0.5 alpha and 64 radius under paint droppers so the player can see some paint drop on the floor and knows what type of paint that dropper drops.
DaMaGepy wrote:
Noooooo. Never use sprayers to pre-paint things.
sp_a3_jump_intro.bsp (provided with portal 2)

Will T. wrote:
DO: Study and utilize what you like best about Valve's maps. Don't steal their stuff, but if you like what they've done somewhere, examine it closely to learn how they did it. Remember that everything you do is utilizing Valve-designed test elements. Also remember that the majority of people playing your map will be expecting a challenge similar to what they've already experienced, rather than something completely different from the Valve-made levels, and the introduction of too much "outside-the-box" thinking as part of a solution may intimidate and drive people away unnecessarily.
DaMaGepy wrote:
Ah, double posted and cant delete the second one. So I fill this message with Paint Paint Paint Paint....
Normally I'd just delete the post, but that's too funny.
DaMaGepy wrote:
maybe the paint_sphere was added later in development
This is huge. I imagine a lot of the maps were fixed up (i.e. jury rigged) from earlier maps, not scratched and rebuilt as the game evolved.
Hober wrote:
DaMaGepy wrote:Ah, double posted and cant delete the second one. So I fill this message with Paint Paint Paint Paint....
Normally I'd just delete the post, but that's too funny.
My apologies, I deleted the post before I saw you write this.
Ah well, the quote lives on I suppose.
This is very helpfull for dynamic paint puzzle where the paint can only be on a surface for a limited amount of time.
Look at this in game shot of my map in progress: (I'm hovering in noclip)

BIG spoilers ahead but I don't feel like even blacking em out because this last part of my map is starting to piss me off and I need to solve this problem, among others.
So. The player has already used the blue paint to get the box and activate those lightbridges with a box button elsewhere. The player is done with the blue box and must now paint the bridges to get to the exit. But the paint on the floor leads to an illegal solution, so I have a bunch of sprinklers around the walls to wash it off when the button has a box on it. I am using the sprinkler_jet particle for that effect.
Like I said before, the trigger_paint_cleanser does not remove the paint already there. All it does is end up blocking the intended solution which involves portaling the floor to paint the bridges.
Now, I have considered using paint sprayers set to "erase" around the area, but I don't want any paint blobs to be visible. I can't make paint sprayers spray invisible paint (at least not without some modding) because there is no flag or parameter for that. The only parameter that comes close is "draw only" and that has the exact OPPOSITE effect of what I want.
And I can't have them just spray once while the player can't see it because I need this to be a continuous effect.
Soo.... this is a dilemma. Remember, in the end of the original portal2 SP campaign, right before the stalemate button these sprinklers come on to put out the fire in the stalemate resolution annex, and they wash away all the gel except the white directly under Wheately, and there was this cool dissolve effect. I want that. I'll settle for being able to do that WITHOUT the cool effect, I just neeed to keep those surfaces clean for the last part of that chamber.
also: lol at the deleted post =)
