Why would an prop_portal create a portal in the wrong spot?
Goldenknighttim wrote:
We are using the autoportal instance from BEEMOD at the moment.
Well there's your problem right there.
Check the VDC page on prop_portals.. pay attention to the notes/warnings/bugs at the top of the page and (though I've not experienced problems with it) the space required above and below the prop_portal...
It seems as though it may have been working in your test map map due to location.. in the larger map something is going wrong so the portal is reverting to the maps origin...
Hope that helps.... ..
Also somewhere around here, LPFreaky90 created a prop_portal instance that I've not had any problems using either and is really well made ... (sorry can't seem to find it at the moment, but I know I got it from TWP! )
Goldenknighttim wrote:
Well, the tobbel's autoportal didn't work.
Then something in your map is wrong,
You'll probably need to do this to the blue portal as well, using OnStartTouchPortal1.
Goldenknighttim wrote:
Well, the tobbel's autoportal didn't work. It had the same problem that the beemod autoportal had where the orange portal would spawn in the last place the orange portal had been placed before the player is demoted to a 1-portal gun. For now, we have gotten the glitch to somehow only happen in a way that we could cover up. The VDC page was useful, but it didn't help in the end. Thank you both anyway.
This might be your problem here... I'm not sure I've seen any maps where someone gets demoted in portal gun use. Auto-Portal maps usually start with no gun, then upgrade to one shot and finally to two-shot use if needed. The only times I can think of when this has happened it's been part of a map-pack where the end of the previous map you loose your two-shot gun (ie from a long ending fall) and at the beginning of the next loaded map (starting during the fall) soon acquire a new/damaged one-shot gun. You don't actually get demoted in the same map.
Someone correct me if I'm wrong, or if they know of any portal-gun ** demotion ** maps... so I can go and play them...
.. sounds interesting...
And you don't need to use a func_portal_detector for that. As you've noticed, in Portal 2 (but not Portal 1 afaik) if there's a prop_portal with the proper linkage in the map already the gun will just move it around. Place your two portals somewhere, give them names, then use the input to change their location.
CJLERCH wrote:
Okay, STOP using the autoportal instance. Do it manually. prop_portal is the portal, use a prop_dynamic for the portal spawner model (it needs to be a dynamic entity if you want the light effects to work), and env_shake if you want the shake effect used in the campaign. I don't recommend using an instance for it; while maybe a bit more convenient, they don't always work properly, especially when they're used in a different way than what they were intended to be used for (assuming that you're trying to use it in Hammer). I'd link you to a developer page, but there really isn't one, or at least one I could find.
