Center Flying Through Portals
I am developing a puzzle involving a long sequence of jumps (10 in a row), and in testing I am finding that half the time I hit the edge of the portal on the very last jump, unless I adjust my trajectory at the last moment. I would like to minimize this issue.
Note: I am already using info_placement_helpers, which help immensely.
A couple ideas come to mind:
1) Create invisible "guide rails". I do not like this idea - there will likely be friction, and the loss of side-to-side movement would detract from the testing experience.
2) I have noticed that Portal 2 has a built-in "magnet" effect which guides the in-flight player towards the portal. Is there a way to increase this effect?
Thanks in advance!
-Denominator
Valve has trigger_catapults on most of their flings, it works very well. There's also a setting that lets you prevent the player from moving in midair for a specified number of seconds, so they can't mess up the jump. Some music tracks (mainly Wheatley/Old Aperture) have versions for when the player is flinging, you might want to add an ambient_generic that is played OnCatapulted.
@srs bsnss Thanks for the confirmation! I agree, trigger_catapult sounds perfect for what I am trying to do.