Does the player carry any variables?
Quote from SnakeRX on December 18, 2008, 1:27 pmI have a design idea but I was wondering if anyone knew if this was possible without modifying source code (because Portals code is not released).
It is possible to store a variable, or some kind of context sensative Flag ON the player? So when they travel to a map these can be used to activate certain switches and triggers? I was thinking of storing certain amounts of ammunition (because all you use is the portal gun) but I don't know if that would function properly.
This would allow the illusion of context sensative areas that the player can't access on one map unless they do something on another.
I have a design idea but I was wondering if anyone knew if this was possible without modifying source code (because Portals code is not released).
It is possible to store a variable, or some kind of context sensative Flag ON the player? So when they travel to a map these can be used to activate certain switches and triggers? I was thinking of storing certain amounts of ammunition (because all you use is the portal gun) but I don't know if that would function properly.
This would allow the illusion of context sensative areas that the player can't access on one map unless they do something on another.
Quote from Remmiz on December 18, 2008, 1:54 pmIt's usually considered bad map design to force a player to go back through a loading screen to a previous map in order to progress in the next one. I would highly advise you try to keep all things like that in a single map and have the map change at a point where the player should never have to go back.
It's usually considered bad map design to force a player to go back through a loading screen to a previous map in order to progress in the next one. I would highly advise you try to keep all things like that in a single map and have the map change at a point where the player should never have to go back.
Quote from Mek on December 18, 2008, 2:52 pmas Remmiz said.
anyway, this idea reminds me of Quake 2, if you remember
as Remmiz said.
anyway, this idea reminds me of Quake 2, if you remember
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Quote from VictoryIncandescence on December 18, 2008, 7:28 pmI could have sworn there were entities specifically designed for things like this
I could have sworn there were entities specifically designed for things like this
Quote from msleeper on December 18, 2008, 8:38 pmSome entities have a "global name". If you put the same entity (with the EXACT same properties, flags, etc.) in 2 maps, and give them the same name, they will pass information on to eachother. So you can do stuff like, press a switch in Map A and have it open a door in Map B, after you leave Map B and see that the door is closed.
Some entities have a "global name". If you put the same entity (with the EXACT same properties, flags, etc.) in 2 maps, and give them the same name, they will pass information on to eachother. So you can do stuff like, press a switch in Map A and have it open a door in Map B, after you leave Map B and see that the door is closed.
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Quote from SnakeRX on December 19, 2008, 9:32 amIt wouldn't really be backtracking in a sense of redirection, more like an idea for global exploring to make the game less linear. But if I can't record settings then it wouldn't necessarily work.
Thanks msleeper, I'll look into that. Otherwise I may just have to wait until they release some scripting properties or source code. *crosses fingers*
It wouldn't really be backtracking in a sense of redirection, more like an idea for global exploring to make the game less linear. But if I can't record settings then it wouldn't necessarily work.
Thanks msleeper, I'll look into that. Otherwise I may just have to wait until they release some scripting properties or source code. *crosses fingers*
Quote from sbrown on December 20, 2008, 1:01 pmSnakeRX wrote:It wouldn't really be backtracking in a sense of redirection, more like an idea for global exploring to make the game less linear. But if I can't record settings then it wouldn't necessarily work.Thanks msleeper, I'll look into that. Otherwise I may just have to wait until they release some scripting properties or source code. *crosses fingers*
Dont count on it. I would recommend putting an entity in a changelevel, that might work.
Thanks msleeper, I'll look into that. Otherwise I may just have to wait until they release some scripting properties or source code. *crosses fingers*
Dont count on it. I would recommend putting an entity in a changelevel, that might work.
Quote from SnakeRX on December 20, 2008, 1:08 pmDo you mean linking an entity to the changelevel as its triggered? Or is there some aspect of that I don't understand yet?
(Still learning the aspects of the complicated triggers)
Do you mean linking an entity to the changelevel as its triggered? Or is there some aspect of that I don't understand yet?
(Still learning the aspects of the complicated triggers)