Teleporting something to where a portal is
That's all I know.
Anything you attach (parent) to these prop_portals will stay with them as they are moved around the map by the player.
I haven't tested this yet in Portal 2, but it might work...
HMW wrote:
In Portal 1, if you place two prop_portal entities in the map (one for blue and one for orange, with their portal ID set to 0), the game will use these as the player's portals.
Anything you attach (parent) to these prop_portals will stay with them as they are moved around the map by the player.I haven't tested this yet in Portal 2, but it might work...
Works great, Thanks!
![]()
HMW wrote:
In Portal 1, if you place two prop_portal entities in the map (one for blue and one for orange, with their portal ID set to 0), the game will use these as the player's portals.
Anything you attach (parent) to these prop_portals will stay with them as they are moved around the map by the player.I haven't tested this yet in Portal 2, but it might work...
Wow! that might solve a problem for an idea where I needed some complex stuff. Do you have any idea what happens when one of those portals got fizzled?
lpfreaky90 wrote:
Do you have any idea what happens when one of those portals got fizzled?
I'm guessing that it will temporarily have no parent. i.e. it will stay in the same place it was last.
chickenmobile wrote:
lpfreaky90 wrote:Do you have any idea what happens when one of those portals got fizzled?
I'm guessing that it will temporarily have no parent. i.e. it will stay in the same place it was last.
he's right .... it just stays in place
As soon as the player places another portal, all of the parented stuff will move to this new location.
This being the case though, you do need a mechanism to turn off the triggers attached to the portal when it's fizzled. You can do this by adding an appropriate output to all fizzlers in the map.
To turn the trigger back on, use the prop_portal's "OnPlacedSuccessfully" output.
(Oh and one other thing I forgot to mention: set the prop_portals' "Start Activated" setting to "Inactive" in Hammer, or they will show up active when the map starts. Just not in the location you'd expect...)