Portal Grenades?
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?
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
(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
There's many way's that could be used.
Anyone else out there in internetland think it's a good idea? I'm waiting for Remmiz to come be himself (read: negative nancy)
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.
if you could change that decal to a portal, you may have something.
however, it would require some massive coding :/
EDIT:
(Do you like my new signature? :3)
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!
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
I'd expect you coulds
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)
kizzycocoa wrote:
OMFG! I LOVE it!![]()
can I borrow it for msn? XPanyway, 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
![]()
I'd expect you coulds![]()
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 ....
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
kizzycocoa wrote:
no. change the decal to a portal thing. not a portal decal XDand did you not play bluestrikes map? he coded those ball-things into the map. it's easy enough :3
Oh, of course 
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
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
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 
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
idk how that would work. I'd imagine some heavy coding 
kizzycocoa wrote:
that is a VERY good point![]()
idk how that would work. I'd imagine some heavy coding
You never realized you can make new mechanisms with hammer did you?
Where do you want to code it?
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
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?
)
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...)
