two Portal Pedestals
Quote from Bulska on May 6, 2008, 5:51 amI'm trying something very hard. (for me)
I want 2 portal pedestals in the map, but they're never on at the same time.So, once you enter a room, that portal pedestal starts rotating and shootign as it should. Then, if you exit that room, it should stop and wait for your return. Same for the second portal pedestal. So once you leave one room, one goes on pause and other goes on.
How to excactly make this? I got the 2 portal pedestals from the Prefab package. Both pedestals also have 1 stationairy portal in the room.
I've tried things but they all failed so far.
I'm trying something very hard. (for me)
I want 2 portal pedestals in the map, but they're never on at the same time.
So, once you enter a room, that portal pedestal starts rotating and shootign as it should. Then, if you exit that room, it should stop and wait for your return. Same for the second portal pedestal. So once you leave one room, one goes on pause and other goes on.
How to excactly make this? I got the 2 portal pedestals from the Prefab package. Both pedestals also have 1 stationairy portal in the room.
I've tried things but they all failed so far.
Quote from appunxintator on May 6, 2008, 5:01 pmCreate one big trigger_multiple for each room, as well as 2 logic_relay's.
Have one logic_relay activate the pedestal/portalgun (may need 2 outputs). Have the other logic_relay deactivate the pedestal/portalgun.
Make two outputs, one OnStartTouch set to activate the first logic_relay, and one OnEndTouch set to activate the second logic_relay. Make sure the trigger covers the whole area you want.
This may not be right, considering I haven't tried yet.
Create one big trigger_multiple for each room, as well as 2 logic_relay's.
Have one logic_relay activate the pedestal/portalgun (may need 2 outputs). Have the other logic_relay deactivate the pedestal/portalgun.
Make two outputs, one OnStartTouch set to activate the first logic_relay, and one OnEndTouch set to activate the second logic_relay. Make sure the trigger covers the whole area you want.
This may not be right, considering I haven't tried yet.
Quote from Bulska on May 7, 2008, 5:13 amThanks,
but.I already figured out how to make the two portal pedestals around at the same time. When you enter a room, that pedestal is unlocked, and where you came from is locked.
Lock the func_rotating. Because that one is truely the core of the pedestal system.
I bumped on a small simuliar other problem. When you press a button, there should appear a red portal next to you. But it doesnt work with me.
I did:
OnIn - Red_Portal_01 - SetActivatedState - 1Doesn't work with me, but this way it does work for Portal Map Test CHamber 00.
Thanks,
but.
I already figured out how to make the two portal pedestals around at the same time. When you enter a room, that pedestal is unlocked, and where you came from is locked.
Lock the func_rotating. Because that one is truely the core of the pedestal system.
I bumped on a small simuliar other problem. When you press a button, there should appear a red portal next to you. But it doesnt work with me.
I did:
OnIn - Red_Portal_01 - SetActivatedState - 1
Doesn't work with me, but this way it does work for Portal Map Test CHamber 00.