Why would an prop_portal create a portal in the wrong spot?

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Goldenknighttim
182 Posts
Posted Jan 29, 2014
My friends and I are making a chamber together, but there is a prop_portal that doesn't spawn in the correct place all the time. It sometimes will create the portal at the right spot, but it usually will place the portal somewhere completely different when it is activated. We are using the autoportal instance from BEEMOD at the moment. we are testing to see if doing a full compile will help. I'll let you know if it does. That will take a while. If it doesn't, does anyone have any idea why this would be happening? And if you do, do you have any ideas for how to fix it?
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Gemarakup
1,183 Posts
Posted Jan 29, 2014
Replied 4 hours later
Make sure the portal starts inactive, and that you use the "SetActiveState" 1 for on, 0 for off.
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iWork925
1,080 Posts
Posted Jan 30, 2014
Replied 2 hours later

Goldenknighttim wrote:
We are using the autoportal instance from BEEMOD at the moment.

Well there's your problem right there.

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Goldenknighttim
182 Posts
Posted Jan 30, 2014
Replied 15 hours later
Ok, so I made my own instance. I have it whipe all portals, change the channel of portals. Then place the portals back. It's designed so there can be 4 autoportals without getting them confused at all. I tested it on a small test map, everything worked swell. I sent it to my partner, who put it in the large map, and when the player places a portal, the autoportal places the other portal that should be on my autoportal right at the center of the map, far away from the instance I created. So it still isn't working, but now it's a different, similar bug. Anyone have any ideas to help me fix this?
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User
630 Posts
Posted Jan 30, 2014
Replied 52 minutes later
If that instance doesnt work, then something in the map is wrong.
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RustyDios
154 Posts
Posted Jan 30, 2014
Replied 25 minutes later
It might have something to do with where exactly it is being placed in the bigger map...
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! )

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Goldenknighttim
182 Posts
Posted Jan 30, 2014
Replied 46 minutes later
thanks, will look into that.
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Goldenknighttim
182 Posts
Posted Jan 30, 2014
Replied 2 hours later
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.
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User
630 Posts
Posted Jan 31, 2014
Replied 7 hours later

Goldenknighttim wrote:
Well, the tobbel's autoportal didn't work.

Then something in your map is wrong,

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Goldenknighttim
182 Posts
Posted Jan 31, 2014
Replied 11 hours later
Yeah, I figured there was something wrong. lol, I was asking why this would happen.
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TeamSpen210
608 Posts
Posted Jan 31, 2014
Replied 24 minutes later
It's because you have an orange portal already in the map. I'm assuming you have a dual-portal test first, then the player loses their gun? I'd suggest using a func_portal_detector covering the area that the player places portals in that OnStartTouchPortal2 > !activator SetName "portal_orange". Then before the autoportal activates Kill "portal_orange". If that doesn't work you can try using AddOutput "targetname portal_orange" instead of SetName, or use a logic_register_activator.

You'll probably need to do this to the blue portal as well, using OnStartTouchPortal1.

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RustyDios
154 Posts
Posted Jan 31, 2014
Replied 23 minutes later

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... :smile:.. sounds interesting...

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FelixGriffin
2,680 Posts
Posted Jan 31, 2014
Replied 1 hour later
Factum Solus does something like that, alternating between dual-portal and one-portal chambers.

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.

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CJLERCH
50 Posts
Posted Feb 06, 2014
Replied 6 days later
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.
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iWork925
1,080 Posts
Posted Feb 07, 2014
Replied 1 hour later

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.

:potd:

https://developer.valvesoftware.com/wiki/Prop_portal

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Gemarakup
1,183 Posts
Posted Feb 07, 2014
Replied 1 minutes later
It's not quite useful though. Just shows you the keyvalues and I/O.
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iWork925
1,080 Posts
Posted Feb 07, 2014
Replied 28 minutes later
Because that is all you need to know. Place it on a wall, activate it through a trigger or something. Done. I am trying to understand why people are having problems with it. I made a simple map in hammer with a prop_portal and a single portal gun, works fine.
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Gemarakup
1,183 Posts
Posted Feb 07, 2014
Replied 1 hour later
Yeah, but you can get mistaken with the outputs and keyvalues. You're not allowed to have a prop_portal "Active" at start and some people might use the Enable/Disable instead of SetActiveState 1 or 0.
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iWork925
1,080 Posts
Posted Feb 07, 2014
Replied 17 minutes later
True. Someone awesome should update the VDC.