I've been trying to rig a movable func_tanklaser (parented to physbox) that appears to shoot through portals. Lasers of course don't pass through, & I was hoping to somehow detect the incident point relative to a portal, & then transfer this possibly by teleporting an ent to the linked portal, & finally spawning a 2nd laser at this ent's origin.
Here's what I've tested & found out: -I'm able to spawn templates at the origins of freely placed portals by covering walls with func_portal_detectors & then spawning an env_entity_maker at the !activator (so I can have any triggers or targets etc wherever i shoot a portal). -Fast moving objects fired along the laser like combine balls & small debris physboxes can't acheive the necessary very high speed for hacking a physical 'traceline' test, plus their impact detection doesn't always work or is inaccurate (presumably because of their high speed), & testing the !activator collision of combine balls on a trigger in front of portals doesn't give you an incident angle (only position because they're point ents or similar). Any ideas for other possibilities that I could test? _________________________________________________________________ http://clk.atdmt.com/UKM/go/197222280/direct/01/ We want to hear all your funny, exciting and crazy Hotmail stories. Tell us now _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers