Does the player carry any variables?

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SnakeRX
39 Posts
Posted Dec 18, 2008
I have a design idea but I was wondering if anyone knew if this was possible without modifying source code (because Portals code is not released).

It is possible to store a variable, or some kind of context sensative Flag ON the player? So when they travel to a map these can be used to activate certain switches and triggers? I was thinking of storing certain amounts of ammunition (because all you use is the portal gun) but I don't know if that would function properly.

This would allow the illusion of context sensative areas that the player can't access on one map unless they do something on another.

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Remmiz
631 Posts
Posted Dec 18, 2008
Replied 26 minutes later
It's usually considered bad map design to force a player to go back through a loading screen to a previous map in order to progress in the next one. I would highly advise you try to keep all things like that in a single map and have the map change at a point where the player should never have to go back.
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Mek
459 Posts
Posted Dec 18, 2008
Replied 58 minutes later
as Remmiz said.
anyway, this idea reminds me of Quake 2, if you remember :cool:
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VictoryIncandescence
48 Posts
Posted Dec 18, 2008
Replied 4 hours later
I could have sworn there were entities specifically designed for things like this
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msleeper
4,136 Posts
Admin
Posted Dec 18, 2008
Replied 1 hour later
Some entities have a "global name". If you put the same entity (with the EXACT same properties, flags, etc.) in 2 maps, and give them the same name, they will pass information on to eachother. So you can do stuff like, press a switch in Map A and have it open a door in Map B, after you leave Map B and see that the door is closed.
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SnakeRX
39 Posts
Posted Dec 19, 2008
Replied 12 hours later
It wouldn't really be backtracking in a sense of redirection, more like an idea for global exploring to make the game less linear. But if I can't record settings then it wouldn't necessarily work.

Thanks msleeper, I'll look into that. Otherwise I may just have to wait until they release some scripting properties or source code. crosses fingers

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sbrown
303 Posts
Posted Dec 20, 2008
Replied 1 day later

SnakeRX wrote:
It wouldn't really be backtracking in a sense of redirection, more like an idea for global exploring to make the game less linear. But if I can't record settings then it wouldn't necessarily work.

Thanks msleeper, I'll look into that. Otherwise I may just have to wait until they release some scripting properties or source code. crosses fingers

Dont count on it. I would recommend putting an entity in a changelevel, that might work.

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SnakeRX
39 Posts
Posted Dec 20, 2008
Replied 6 minutes later
Do you mean linking an entity to the changelevel as its triggered? Or is there some aspect of that I don't understand yet?

(Still learning the aspects of the complicated triggers)