Enable Portals on a Moving Portalable Surface?

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Denominator
19 Posts
Posted Jun 03, 2014
Hello,

Is it possible to allow a portal to remain active on a portalable surface, while that surface is moving / rotating? If not, are there any good alternatives to simulate this behavior?

I am envisioning a puzzle involving a portalable angle panel which would follow a circular track along the wall.

Any suggestions / ideas would be much appreciated! If it is not possible / worth it, that would be good to know too =)

Thanks in advance,
Denominator

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TeamSpen210
608 Posts
Posted Jun 03, 2014
Replied 3 hours later
There's a console variable that allows portals to move around. They can be pretty buggy, though. sv_cheats must be on for the variable to be changed. What you want to do is use a logic_auto to, OnMapSpawn, fire the command "sv_cheats 1;sv_allow_mobile_portals 1;sv_cheats 0" to a point_servercommand to enable the behaviour, then turn it off once done. It might persist across loads, so turn it off as soon as you can.
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srs bsnss
552 Posts
Posted Jun 04, 2014
Replied 10 hours later
The only downside to that is it might disable achievements for players. Most people have the ones they need, but it still might affect a handful of people. However, it's probably your best bet. There's also a command that disables the display time of the "Server cvar 'sv_cheats' changed to 0/1", though I forget what it is.

Interesting fact: the game is programmed to allow moving portals without cheats on if the map name is "sp_a2_bts5".

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CamBen
973 Posts
Posted Jun 04, 2014
Replied 4 minutes later

srs bsnss wrote:
The only downside to that is it might disable achievements for players. Most people have the ones they need, but it still might affect a handful of people. However, it's probably your best bet. There's also a command that disables the display time of the "Server cvar 'sv_cheats' changed to 0/1", though I forget what it is.

hud_saytexttime 0

To reset, use 12 instead of 0

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Denominator
19 Posts
Posted Jun 04, 2014
Replied 7 hours later
@TeamSpen210 Thank you so much! It is so cool that they built in that option, even if it is buggy!

@srs bsnss / @CamBen Thanks for the helpful info! I should probably add a warning in the map description, that the tester should exit the game if the map crashes =)

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FelixGriffin
2,680 Posts
Posted Jun 15, 2014
Replied 10 days later

CamBen wrote:
srs bsnss wrote:

The only downside to that is it might disable achievements for players. Most people have the ones they need, but it still might affect a handful of people. However, it's probably your best bet. There's also a command that disables the display time of the "Server cvar 'sv_cheats' changed to 0/1", though I forget what it is.

hud_saytexttime 0

To reset, use 12 instead of 0

Isn't it just hud_saytime?

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CamBen
973 Posts
Posted Jun 15, 2014
Replied 4 hours later
Nope, i was hung up in a tree because of that for a while, wondering why my command wasn't working. Checked the console, it was hud_saytexttime.
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peteraddy96
1 Posts
Posted Aug 28, 2015
Replied 1 year later
In order to enable it without cheats enabled the point_servercommand has to be named enable_mobile_portals_command.
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TreasureGhost
31 Posts
Posted Sep 05, 2015
Replied 7 days later
You could probably steal the scripted scene in Portal 2, can't you?