Proper use of Func_portal_bumper
Quote from Corion on November 17, 2007, 1:50 pmAwesome! I was feeling cheated in the map I'm designing - I thought this behavior was built into the engine with no other work necessary. I'll start using these right away.
Hurricaaane wrote:I don't understand how it is supposed to work. Here's a screenshot of my issue, is what I'm doing really the use of this entity?Think about it - if all the bumpers do is try to move the portal to the nearest portal-ble surface, that behavior makes sense. The surface says it's portal-ble, so the bumper isn't really changing anything. Try adding a single metal cube below that device (or other non-portal-ble surface/blocker) and the bumper should work just fine.
Awesome! I was feeling cheated in the map I'm designing - I thought this behavior was built into the engine with no other work necessary. I'll start using these right away.
Think about it - if all the bumpers do is try to move the portal to the nearest portal-ble surface, that behavior makes sense. The surface says it's portal-ble, so the bumper isn't really changing anything. Try adding a single metal cube below that device (or other non-portal-ble surface/blocker) and the bumper should work just fine.
Quote from youme on November 17, 2007, 2:38 pmWith portal_bumpers:
Any portal fired at A will be 'shoved' to BWithout portal_bumpers:
Any portal fired at A will be rejected, even though it is clearly portal-able
Any portal fired at B will be acceptedJoins 2, 3 and 4 need portal_bumpers whilst join 1 doesn't
The wall emmiter needs a no_portal volume around it as shown at 5 otherwise the top right inset will happen
With portal_bumpers:
Any portal fired at A will be 'shoved' to B
Without portal_bumpers:
Any portal fired at A will be rejected, even though it is clearly portal-able
Any portal fired at B will be accepted
Joins 2, 3 and 4 need portal_bumpers whilst join 1 doesn't
The wall emmiter needs a no_portal volume around it as shown at 5 otherwise the top right inset will happen