func_movelinear and prop_dynamics through portals.


The arm is a prop_dynamic that parent to a func_movelinear that going down, the gun is weapon_portalgun (I can make it prop_dynamic too if it has to done) that parent to the arm.
Is there a way to fix this problem? or maybe some kind of way to cheat it?
Thanks.
An arm would go down in the first portal, and a second, synchronized to the first, would come out of the second.
If the two arms are perfectly synchronized (when one in X% in, the other is X% out), it should give a perfect illusion that there is only one arm.
Anyone have another ideas?
Btw where can I find the white door skin from portal? the door in the escape levels that you can open with the Use key, same model has the HL2 doors.
The only thing that I can find is the normal HL2 door and none of its skins is the one from portal.
Hen7 wrote:
Yeah that what I was aiming to do as a last alternative.
Anyone have another ideas?Btw where can I find the white door skin from portal? the door in the escape levels that you can open with the Use key, same model has the HL2 doors.
The only thing that I can find is the normal HL2 door and none of its skins is the one from portal.
here is no specific door prop for portal. Just use a Half-Life one.
A screenshot of the white door you are talking about would help.
Speaking of HL2 props, what will happen if I'll lets say use a prop from HL2, like the breakable vent for instance or a texture or a sound and someone who don't own HL2 will play my map?, I mean, there is no separation between the games and I can't know what is what
.
The only people who will have problems are the ones who are using pirated, stripped down versions of the game.
NocturnalGhost wrote:
The only people who will have problems are the ones who are using pirated, stripped down versions of the game.
And I don't think anyone minds that.
What happened to the env_bubble entity? I can't find it, Is there something that replacing it?
Looks like you forgot the "s", and it says it is a brush-based entity.
