Autoportals

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Awesomus_Prime
10 Posts
Posted Nov 12, 2008
I've got a situation set up with the player having the blue only portalgun, but I can't figure out how to set up an autoportal for the yellow side. Anybody know what to do?
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Mapster
396 Posts
Posted Nov 12, 2008
Replied 1 hour later
if i remember correctly, there is an entity that acts as a portal, and in the output theirs a command that something like change location and then you put in the co-ordinates in the parameters.
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msleeper
4,136 Posts
Admin
Posted Nov 12, 2008
Replied 1 hour later
Oh look, the wiki has some information!
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Awesomus_Prime
10 Posts
Posted Nov 15, 2008
Replied 2 days later
Ok, got that working, now I've got the player picking up the portal gun in one room, blue only, shooting blue onto wall, yellow active in another room so opening up a door.

Immediately outside the yellow prop_portal, the player passes through a trigger that kills that prop_portal... but I can't make it activate a new prop_portal.

TL_DR:

How do I simultaneously kill one prop_portal and activate another?

I've been using a trigger_once to onTouch kill exitportal1 and then ontrigger setactivatedstate for exitportal2 with the parameter set to active. Obviously that doesn't work, and I've tried dozens of things over the last two days.

I've looked on both this wiki and the valve wiki, anybody run into this before?

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Hober
1,180 Posts
Posted Nov 15, 2008
Replied 3 hours later

Awesomus_Prime wrote:
[57 words]
tl;dr
[59 words]

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Awesomus_Prime
10 Posts
Posted Nov 15, 2008
Replied 1 hour later

Awesomus_Prime wrote:
How do I simultaneously kill one prop_portal and activate another?

Sorry I'm long-winded

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msleeper
4,136 Posts
Admin
Posted Nov 18, 2008
Replied 2 days later
Depends on what is actually doing the closing. At minimum, a logic_relay should do the trick. Give it 2 outputs, one for the close and one for the open that is 0.10 seconds delayed.
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Awesomus_Prime
10 Posts
Posted Nov 19, 2008
Replied 14 hours later
I never thought that, I'll give it a try. Thanks.

EDIT:The Logic_relay did it, I think I could have made it work other ways but the logic_relay is smooth and really reduces the trigger clutter I had going on.