[Portal 2] filter_activator_class or _name not working

Any aspects of level design for the Source engine.

[Portal 2] filter_activator_class or _name not working

Postby Shadow-Link on Mon May 30, 2011 1:07 pm

Hello guys,

I'm back with what appears to be a very simple thing, but for some reason refuses to work.
And I'm starting to get very frustrated with it, so hopefully you guys can help me out.

The idea:
I have a prop_floor_button which will open a door when you stand on it, or place a prop_weighted_cube on it. Now the idea is that when you stand on the button it will just open the door, but when the cube is placed on the button it will have to open the door and trigger a second event.

So I started out with a trigger_once which uses a filter_activator_class so it can only be triggered by a prop_weighted_cube, but for some reason it just won't trigger.

Here is what I did exactly:

trigger_once
- Name: cube_trigger
- Filter Name: cube_filter
Output:
- OnTrigger, panel, instance:panels_up;Trigger
Input:
-

filter_activator_class
- Name: cube_filter
- Filter Mode: Allow entities that match criteria
- Filter Classname: prop_weighted_cube
Output:
-
Input:
-

prop_weighted_cube
- Name: cube
Output:
-
Input:
-


I have looked at examples like the can you have to put in the trash in HL2, and I did the same thing but it just won't work. I also tried the filter_activator_name, and I tried using other props/brushes to trigger with. None worked so far :(
Can anyone please tell me if I'm forgetting something or doing something wrong?
Thanks for the help.
Shadow-Link
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Joined: Thu Jun 29, 2006 12:05 am

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