Orange Portals
Posted Jul 26, 2011
Two questions. How do you get the orange portals that the computer places at the beginning of the game and how can you use buttons to change their placement? And secondly, Is there anyway of changing the frame of those orange portals? I just find them a little ugly.
Thanks in advance,
RU.
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Posted Jul 26, 2011
Replied
3 hours
later
The frame is just a independend model. You can place them anywhere.
To place a portal (orange or blue is equal) you just need to use prop_portal. Just play around with it.
To place a portal (orange or blue is equal) you just need to use prop_portal. Just play around with it.
Posted Jul 26, 2011
Replied
4 hours
later
I am but it keeps on dissappearing through the floor and turning up through an entirely different brush at the wrong angle. Also, my gun is still able to fire orange portals when I disabled it earlier and the potato keeps reappearing. What's not working?
Posted Jul 26, 2011
Replied
12 minutes
later
Reason for portal spawning at 0,0,0 point. You should be able to counter it by spawning the portal somewhere else in the map, and the moving it's location to the place you want it to be at via logic_auto.
Posted Jul 26, 2011
Replied
1 hour
later
Another Bad Pun wrote:
Reason for portal spawning at 0,0,0 point. You should be able to counter it by spawning the portal somewhere else in the map, and the moving it's location to the place you want it to be at via logic_auto.
This. I usually place and rotate the prop_portals wherever I want them in my map, use a text editor to get the entity's origin and rotation, and send them a NewLocation output and shortly after a Fizzle output as soon as the map starts.
Posted Jul 27, 2011
Replied
13 hours
later
As a n00b, I have little understanding of what you two just said. Could some one explain to me in This-Guy-Is-An-Idiot talk what I need to do?
Posted Jul 27, 2011
Replied
2 hours
later
If you use prop_portal, you need to tell this prop where to be ingame. You can place it anywhere in Hammer with any rotation, it will spawn at the 0 0 0 coordinate.
To tell the prop_portal where to be, you need to set the input "NewLocation". This needs all 3 coordinats and all 3 values of rotation (x y z pitch yaw roll).
To find them out, just place info_null's at the positions the Portal should be in your map. Save the map. Now open your .vmf with a normal texteditor. Search for "info_null". Now you will have there the following:
You need the origin and the angles values for the full position coordinates. Just copy them and say Hammer "OnWhatever prop_portal newlocation 0 224 64 0 270 0". It will be ingame where your info_null was with the same rotation. (info_null can be removed now, it won't do anything ingame).
To tell the prop_portal where to be, you need to set the input "NewLocation". This needs all 3 coordinats and all 3 values of rotation (x y z pitch yaw roll).
To find them out, just place info_null's at the positions the Portal should be in your map. Save the map. Now open your .vmf with a normal texteditor. Search for "info_null". Now you will have there the following:
entity
{
"id" "4996"
"classname" "info_null"
"angles" "0 270 0"
"origin" "0 224 64"You need the origin and the angles values for the full position coordinates. Just copy them and say Hammer "OnWhatever prop_portal newlocation 0 224 64 0 270 0". It will be ingame where your info_null was with the same rotation. (info_null can be removed now, it won't do anything ingame).
Posted Jul 27, 2011
Replied
12 minutes
later
Why can't you just go into the properties window of the info_null and get the orientation and origin from there, out of curiosity?
Posted Jul 27, 2011
Replied
8 hours
later
Rubrica wrote:
Why can't you just go into the properties window of the info_null and get the orientation and origin from there, out of curiosity?
I'm not sure it's displayed in the entity properties windows, sometimes it doesn't show up.
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Posted Jul 27, 2011
Replied
10 minutes
later
Interesting, it's never been a problem for me...