Portal Grenades?

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compherm
58 Posts
Posted May 22, 2009
I'm not really a mapper (my computer can't run Hammer smoothly, or else I'd totally be right there with you guys), but I was wondering if anyone considered something along the lines of a portal grenade. We have a portal gun, but what about something that can be lobbed and would have a delay.

For example:
img

I know this is a very simple example, but it could add another gameplay element. Consider that you need to place 2 portals on two sides of a fizzler. The grenade couldn't be thrown through the fizzler, but you could throw it on one side, then before the grenade goes off (creating a portal), you run through the fizzler. Safely on the other side, the grenade would "go off" and create a portal on other side of the fizzler. You would still have your portal gun, so you could create the opposite colored portal.

Obviously, you'd need to have each "grenade" specific to one portal color, which would make it possible to have a blue grenade and an orange grenade at once, for example. (right click throws orange, left click throws blue)

There is already a grenade built into source, but I'm not sure how you could go about using it. The challenge, I think, would be making the grenade place a portal on the surface it landed on (but what do I know, you guys are the experts, here).

I'm just shooting in the dark here... thoughts?

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pestchamber
614 Posts
Posted May 22, 2009
Replied 2 hours later
This is interesting. I could make something with a gravity gun and physbox grenades. Or at least try. I'll try Sunday or Monday.

Physbox formed as a grenade with orange light texture or blue paintsplat texture
Name: BluePhysbox1

Outputs:
OnPhysGunPunt -> PortalGunBlue1 -> fireportal1 -> 5.0
OnPhysGunPunt -> PortalGunBlue1 -> kill -> 5.3
OnPhysGunPunt -> !self -> kill -> 5.4

Portalgun weapon, Which parent is the physbox, making it move with it. The play can't pick it up.
Name: PortalGunBlue1
Parent: BluePhysbox1

The portal will of course not appear on the surface it hits but the one the portal gun points at. this is how i would do it with mapping only.
Any ideas for improvements?

There should be a resource thing. You press a button and the grenades you used comes out :biggrin: (if you used orange an orange comes out, both both comes out, none, none comes out)

Sorry if this post makes no sense. I wrote multiple times to make it give the most sense. I like the idea. Some interesting puzzles could be made, and let's face it; if we don't start making new mechanisms the game will die sooner or later

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Solomon
23 Posts
Posted May 22, 2009
Replied 2 minutes later
That sounds like a great idea to me.
There's many way's that could be used.
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compherm
58 Posts
Posted May 23, 2009
Replied 19 hours later
I'd be interested to see what you come up with...

Anyone else out there in internetland think it's a good idea? I'm waiting for Remmiz to come be himself (read: negative nancy)

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HMW
806 Posts
Posted May 23, 2009
Replied 2 hours later
This sounds like a great idea. However, as Pestchamber noted, you would need to find a way so that the portal appears on the surface that the grenade hits.
My idea would be to have a portal gun on a tripod that you can carry around and activate remotely. Or have it activate on a timed delay after the player puts it down.
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kizzycocoa
975 Posts
Posted May 23, 2009
Replied 17 minutes later
I think you could. if you were to take the example of the "bugbait" weapon, it leaves behind a decal.
if you could change that decal to a portal, you may have something.
however, it would require some massive coding :/
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compherm
58 Posts
Posted May 23, 2009
Replied 5 minutes later
My idea was similar to HMW's, where it wouldn't necessarily be a grenade, but something like a reskinned cube that fires a portal straight down on a time delay that starts when you drop it. The problems occur if/when the "grenade" tips on its side. The tripod idea seems cool though, as the portal wouldn't be fired on the floor, but on a wall.
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pestchamber
614 Posts
Posted May 23, 2009
Replied 4 hours later
Can't we do something like the garry's mod tool "Keep Upright" ? But of course it would only be able to shoot portals on the floor.

EDIT:
(Do you like my new signature? :3)

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kizzycocoa
975 Posts
Posted May 23, 2009
Replied 55 minutes later

pestchamber wrote:
Can't we do something like the garry's mod tool "Keep Upright" ? But of course it would only be able to shoot portals on the floor.

EDIT:
(Do you like my new signature? :3)

OMFG! I LOVE it! :razz:
can I borrow it for msn? XP

anyway, back to the point....

that would be near impossible. however, I say "near". I think you can do anything, should you put your mind to it :wink:
I'd expect you coulds :razz:
but, I would still suggest modelling it on the bugbait weapon's function, but change everything else.
you could make it like an easy to make globe instead. maybe a good model would be the "remembrall"
(yes. I remember the days harry potter was cool XD)

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pestchamber
614 Posts
Posted May 23, 2009
Replied 1 hour later

kizzycocoa wrote:
OMFG! I LOVE it! :razz:
can I borrow it for msn? XP

anyway, back to the point....

that would be near impossible. however, I say "near". I think you can do anything, should you put your mind to it :wink:
I'd expect you coulds :razz:
but, I would still suggest modelling it on the bugbait weapon's function, but change everything else.
you could make it like an easy to make globe instead. maybe a good model would be the "remembrall"
(yes. I remember the days harry potter was cool XD)

It's stolen from facepucnh so go ahead.

Now:
Your talking about bugbait, and changing the decal, bassicly: coding. I think what we are trying to do here is create something people can use by just downloading a map, not a mod. anyway just changing the decal will just make a portal decal which you can not enter ....

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kizzycocoa
975 Posts
Posted May 23, 2009
Replied 25 minutes later

pestchamber wrote:
It's stolen from facepucnh so go ahead.

Now:
Your talking about bugbait, and changing the decal, bassicly: coding. I think what we are trying to do here is create something people can use by just downloading a map, not a mod. anyway just changing the decal will just make a portal decal which you can not enter ....

no. change the decal to a portal thing. not a portal decal XD

and did you not play bluestrikes map? he coded those ball-things into the map. it's easy enough :3

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penapappa
186 Posts
Posted May 24, 2009
Replied 5 hours later
I think if its possible to add portal beforehand and disable it in hammer. also have trigger_multiple with settings that when the grenade explodes in it it will enable that portal. That of course if you have only one portable area in room, or you have one of these for every wall... But that's kinda fake :rolleyes:
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pestchamber
614 Posts
Posted May 24, 2009
Replied 3 hours later

kizzycocoa wrote:
no. change the decal to a portal thing. not a portal decal XD

and did you not play bluestrikes map? he coded those ball-things into the map. it's easy enough :3

Oh, of course :razz:
Now i don't think i've played his map but you mean this idea has been done before? (Shooting evergy balls from the portal gun). I already made that work with a simple bind.

penapappa wrote:
I think if its possible to add portal beforehand and disable it in hammer. also have trigger_multiple with settings that when the grenade explodes in it it will enable that portal. That of course if you have only one portable area in room, or you have one of these for every wall... But that's kinda fake :rolleyes:

OF COURSE! GOOD IDEA! You may think it's kinda fake but if it works and it doesn't look too bad, then it's cool. I think im gonna try this :3

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kizzycocoa
975 Posts
Posted May 24, 2009
Replied 47 minutes later
not energy balls. I meant an entity etc. was coded into the actual map. it was a giant weighted storage cube-themed ball.
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monkeyman
100 Posts
Posted May 24, 2009
Replied 48 minutes later
as i don't know loads about this i dunno if this is possble (or already been said but i just havent undersatood it) but isnt there an obeject the can creat a portal? like an entity which is placed somewhere u want a portal to appear if u press a switch etc (if say you only have one half of the portal gun...)
mabey you could have it so that one of those entities is created by the grenade..
looking at the wiki its a prop_portal...
if it cant be created by the grenade "exploding", mabey you could have it off the mapp, and then when the grenade "explodes" it's location is changed to the place the grenade is...

another problem with this is that you would have to make sure that the grenade can't explode on metal...

if you can get this idea to work it would be really cool :biggrin:

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kizzycocoa
975 Posts
Posted May 24, 2009
Replied 15 minutes later

monkeyman wrote:
another problem with this is that you would have to make sure that the grenade can't explode on metal...

that is a VERY good point :eek:
idk how that would work. I'd imagine some heavy coding :neutral:

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pestchamber
614 Posts
Posted May 24, 2009
Replied 1 hour later

kizzycocoa wrote:
that is a VERY good point :eek:
idk how that would work. I'd imagine some heavy coding :neutral:

You never realized you can make new mechanisms with hammer did you?
Where do you want to code it?

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HMW
806 Posts
Posted May 24, 2009
Replied 1 hour later

monkeyman wrote:
as i don't know loads about this i dunno if this is possble (or already been said but i just havent undersatood it) but isnt there an obeject the can creat a portal? like an entity which is placed somewhere u want a portal to appear if u press a switch etc (if say you only have one half of the portal gun...)
mabey you could have it so that one of those entities is created by the grenade..
looking at the wiki its a prop_portal...
if it cant be created by the grenade "exploding", mabey you could have it off the mapp, and then when the grenade "explodes" it's location is changed to the place the grenade is...

another problem with this is that you would have to make sure that the grenade can't explode on metal...

if you can get this idea to work it would be really cool :biggrin:

That's a good concept. Perhaps it's a good idea to combine this with a trigger, like penapappa said. You could then cover all portal-compatible surfaces with triggers that move your prop_portal to the location of the impact AND orient it correctly for that wall or floor. (That's kind of important, as the prop_portal doesn't do this on its own.)

Of course you can then prevent a portal from landing on a metal or glass surface by just not placing a trigger there.

I would love to experiment with this, but i'm currently tied up with my next map pack which, among other things, involves a pretty complicated laser thingie. (Did you know that an env_laser doesn't go through portals? :evil:)

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monkeyman
100 Posts
Posted May 24, 2009
Replied 1 hour later
glad u like the concept...

expanding on ideas:

if you cover an portalable surface with a trigger_multiple you can have the grenade check for collision with the trigger. if that is passed then the grenade creates a prop_portal in that location (just realising next difficult may be portal bumping. not sure if a prop_portal could be bumped... i would say not...). That prop_portal then creates a portal in that location...

i will mabey try give this a go (or something similar...)

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pestchamber
614 Posts
Posted May 24, 2009
Replied 33 minutes later
I think exlposion is good on the orange grenade and then the blue one should have a different effect.