Problem with portalable nodraw func_brush
All seemed well and good, until just now I noticed an odd bug - things seem to come out of portals placed on the brush without any problem, but they can't seem to go in. It's an angled brush used for flinging so it's not necessary to enter it to do the puzzle and most players probably wouldn't even try, but it bugs me all the same. Any ideas?
If you're intent on messing with it though... have you tried making it non-colliding? Sounds like that might be the issue, but again, I don't know what the properties are for a func_brush that is portalable. It might stop working entirely.
@lpfreaky90 - Tried that too, just in case, though the issue is before the explosion, not after. Kill and Disable both seem to work fine for that, but the problem remains.
EDIT: Seems the problem was having the physbox behind the portal surface; the player and phys objects were colliding with it despite the portal. I've decided just to have a big bang and have the func_brush disappear - maybe I can mask the lack of gibs a bit with some smoke and stuff.
Anyway, I got a pleasing enough effect simply by having the explosion happen when the player can't actually witness it; whilst it's still offscreen the func_brush gets deleted and an identical physbox is released from hiding under the slime to give the appearance of having fallen in. Good enough for what I'm going for.
I'm not using a func_physbox though so it may or may not work for you.
heres mine
disable the physbox brushes that you intend to blow out of the water
then have a regular brush in the same spot... identical
and when you want to blow away your physboxes.....
enable the physboxes
disable the regular brush..... you wont even notice that the brush was replaced by those others!
yay now make explosions and stuff!
I eventually just did away with the physbox completely as I wasn't happy with the way it looked bobbing in the slime. Didn't really need it enough for all the hassle it was giving me.
El Farmerino wrote:
Cheers for all the suggestions everyone. I actually thought about your solution, Ben, but I couldn't find a way to disable the physbox
hmmm that would be a delema, I ddnt really check to see if possible... I know you arn't doing it, but for future reference, I suppose you could have teleported it
lpfreaky90 wrote:
The way to get rid of the physbox is break
No he wants to disable it temporarily, in which case using an env_entity_maker might be more helpful since in this case it's exploding.
Just have the func_brush like usual and then when it is supposed to explode, spawn one physbox in the same angles as the orignal in comparison to the point_template. Pretend the point_template is the spawning origin. If it's offset from that when it spawns it has the same offset. SO make sure to put the maker in the middle of the panel and have the template entity in the middle of the physbox.
For more help on the above, look at how box droppers work.
Anyway another problem you might have is the func_brush is too thin. Have you tried a thick invisible noclip brush? Thin brushes and portals haven't agreed with each other even in the Portal 1 days, so this might be the source of your issues.