Entity name of portal "bullet"
Quote from Whysopro? on January 4, 2011, 4:33 pmBAM! Right there. Thanks Winston!
BAM! Right there. Thanks Winston!
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Quote from WinstonSmith on January 4, 2011, 5:00 pmWhysopro? wrote:BAM! Right there. Thanks Winston!Well, no problem, but like I said, the results are inconclusive, because there's a good chance any sort of "bullet" would have a name but just be hidden. To find it, you'd probably have to delve into the source code. But for obvious reasons, you'd have to go the next best route, which is digging through the binaries, and if you can do that, best of luck to you.
Well, no problem, but like I said, the results are inconclusive, because there's a good chance any sort of "bullet" would have a name but just be hidden. To find it, you'd probably have to delve into the source code. But for obvious reasons, you'd have to go the next best route, which is digging through the binaries, and if you can do that, best of luck to you.
Quote from King Of Sandvich on January 5, 2011, 1:57 amI did a little testing with that "bignet" entity. I loaded HL2 on d1_trainstation_02 and it showed up. I also figured out that it's pretty darn important, since when I did "ent_fire bignet kill" all the ground-based npcs in the map froze in their tracks, but still responded to being used. Maybe bignet is short for "big network of ai nodes" but I'm still not sure. All I know now is that it's an important part of the source engine and that it has nothing to do with the portal bullet.
I think it probably is a trace system, since when I shoot a portal to a very far wall, then open one of the same color on a wall right next to me, the first particle stays, but nothing happens when it reaches the wall. This suggests to me that the game just resets where/when the portal will open, but keeps processing the particles.
I did a little testing with that "bignet" entity. I loaded HL2 on d1_trainstation_02 and it showed up. I also figured out that it's pretty darn important, since when I did "ent_fire bignet kill" all the ground-based npcs in the map froze in their tracks, but still responded to being used. Maybe bignet is short for "big network of ai nodes" but I'm still not sure. All I know now is that it's an important part of the source engine and that it has nothing to do with the portal bullet.
I think it probably is a trace system, since when I shoot a portal to a very far wall, then open one of the same color on a wall right next to me, the first particle stays, but nothing happens when it reaches the wall. This suggests to me that the game just resets where/when the portal will open, but keeps processing the particles.
Quote from WinstonSmith on January 5, 2011, 5:30 pmKing Of Sandvich wrote:I did a little testing with that "bignet" entity. I loaded HL2 on d1_trainstation_02 and it showed up. I also figured out that it's pretty darn important, since when I did "ent_fire bignet kill" all the ground-based npcs in the map froze in their tracks, but still responded to being used. Maybe bignet is short for "big network of ai nodes" but I'm still not sure. All I know now is that it's an important part of the source engine and that it has nothing to do with the portal bullet.I think it probably is a trace system, since when I shoot a portal to a very far wall, then open one of the same color on a wall right next to me, the first particle stays, but nothing happens when it reaches the wall. This suggests to me that the game just resets where/when the portal will open, but keeps processing the particles.
You're probably right about the nodegraph thing. It seems odd that a map would have an entity and an AIN file, though. Perhaps it's an entity that references the external AIN file.
I think it probably is a trace system, since when I shoot a portal to a very far wall, then open one of the same color on a wall right next to me, the first particle stays, but nothing happens when it reaches the wall. This suggests to me that the game just resets where/when the portal will open, but keeps processing the particles.
You're probably right about the nodegraph thing. It seems odd that a map would have an entity and an AIN file, though. Perhaps it's an entity that references the external AIN file.