Glass panel- no hard light bridges through?

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Lpfreaky90
2,842 Posts
Posted May 16, 2011
EDIT: SMALL SUMMARY:
Is there an invisible way to prevent a hard light bridge going trough a surface? (which can be enabled and disabled by a button?

Hey all,

I almost finished building my first level for portal 2 :biggrin:.

However, I need a thing where, before I press a button, can't get a hard light bridge (hlb) through, and after I pressed the button I SHOULD be able to get a hlb through it.

I first tried to do this with a door, but this is pretty much not done, because the puzzle doesn't like that.

A fizzler doesn't work either.

So I tried the panels, with models/anim_wp/telescope_arm_128/telescope_arm_128x256.mdl being the best so far. But it is very important for the puzzle that the hard light bridge can't go through the panels.

Is there any way I can prevent hard light bridges going trough the telescope_arm_128x256.mdl panel BEFORE it is opened? After it is opened it SHOULD be possible for a HLB to go through it. Or is there an other option to fix this?

Hope my story is clear, and suggestions will be appreciated!

Greetings,
~Lp

ps: The panels themselves should cover a 256x256 space.

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Lpfreaky90
2,842 Posts
Posted May 16, 2011
Replied 1 hour later
four panels that will cover a 256x256 space are also fine, 16 panels are not an option though =(
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Welsh Mullet
23 Posts
Posted May 16, 2011
Replied 28 minutes later
Why not make the wall that the portal is being placed on to get the light bridge into this place non-portal-able until you need it to be? Have it flip between portal and non portal.
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Lpfreaky90
2,842 Posts
Posted May 16, 2011
Replied 33 minutes later
Thanks for the suggestion! It might work indeed, time to figure out how to do that :biggrin:
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Jaxe
64 Posts
Posted May 16, 2011
Replied 10 minutes later
Does the tools/invisible texture block it?
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Lpfreaky90
2,842 Posts
Posted May 16, 2011
Replied 10 minutes later
tools/invisible does block it indeed, however, it also blocks you :razz:
Guess I need to make an OnPress -> kill OnUnPress -> create logic thingy to solve this :smile:

(ps: got frustrated quite a bit after trying to get this working for quite a few hours, haven't figured out how I can kill and respawn a brush with a button, any help is more then welcome :notworthy: )

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Welsh Mullet
23 Posts
Posted May 16, 2011
Replied 7 minutes later
Or make it move out of the way, say, parent it to something (like glass) that physically moves out of the way, to tell the player they can use it now. And if you do use it, consider introducing it to the player between the lift and the puzzle. Maybe have a walkway with the mechanic meing shown below/above.
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Lpfreaky90
2,842 Posts
Posted May 16, 2011
Replied 34 minutes later
Moving it out of the way is the effect I want to achieve, the glass panels should move out of the way.
However, when I make a func_brush, attach it to the telescope_arm_128x256.mdl; it will just stay in the place it used to be =/

Basicly it's like

If (button == pressed)
pannel = false (open)
nohlb = false
else
pannel = true (closed)
nohlb = true

The pannels are fixed, I need a no-hlb solution.

Another option, suggested before is changing a non-portal surface (non-pressed button) to a portalable (is that even a word?!) surface. But I have no clue how to do this :razz:

Hope someone can help me further with this one :biggrin:

~Lp

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BaDOS
12 Posts
Posted May 17, 2011
Replied 7 hours later
Just disable the func_brush when you don't need it there, and enable it when you do.
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DaMaGepy
361 Posts
Posted May 17, 2011
Replied 1 hour later
ye use func_brush and enable/disable it (dont know if its solidity is set to not solid that can block lightbridge or not). btw only use invisible for invisible walls, playerclip or clip is sometimes better.
I wanted the opposite on my map: player cant pass, only the lightbridge, but never tried this :smile:
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msleeper
4,136 Posts
Admin
Posted May 17, 2011
Replied 10 minutes later

DaMaGepy wrote:
I wanted the opposite on my map: player cant pass, only the lightbridge

That is pretty easy to do, any grate texture will work. I've seen it done a few times (Colours 2 comes to mind).

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DaMaGepy
361 Posts
Posted May 17, 2011
Replied 3 hours later
Ye I know, but I only wanted the light to pass and players not. Grate by default blocked my light, so I had to make it a brush-nonsolid and then making solid brushes above and under the entrypoint. Alsi it was a problem that if I placed a grate or any wall too close to a portal's opening, the player just jumps through it, so had to move the grate around 32 unit away from the portal. Only tested in swarm sdk, will check again in portal, but I think this is why for example under the grates (where a gel falls down thru a grate to a portalsurface) there is a big gap usually.
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Lpfreaky90
2,842 Posts
Posted May 17, 2011
Replied 5 hours later
A small update: the map is finished! You can download it from the download page!