Start Text
As for not being able to see, use an env_fade, triggered by a logic_auto, with its fade color set to black. Make sure to check the "fade from" and "stay out flags."
And then not being able to move, use two game_uis. The first one should be activated immediately by a logic_auto, and have the "freeze player" flag set on. Once the prologue text has finished displaying, simultaneously deactivate that game_ui and activate the second one, which should have all of its flags on except for "hide weapon." In addition, set outputs from that second game_ui so that on PressedMoveLeft, PressedMoveRight, PressedAttack, etc., it deactivates itself.
At the moment there is only the scanning effect or the fade in/out effect available. Scrolling (or perhaps they call it credits) do not work.
Game texts can support new lines by adding a \n inside your game text. I heard that in-game this doesn't actually work as compile reverses it. Could be wrong though...
Brainstone wrote:
env_instructor_hint came new with Portal 2, not many people know it and it has a thausend times more options than game_text.
while this does have it's uses, some people like me might have gameinstructor_enable set to 0 - I have it turned off because otherwise in every custom map it tries to teach me how to pick up cubes and shoot portals, which gets annoying.
Just something to keep in mind.
p0rtalplayer wrote:
Brainstone wrote:env_instructor_hint came new with Portal 2, not many people know it and it has a thausend times more options than game_text.
while this does have it's uses, some people like me might have gameinstructor_enable set to 0 - I have it turned off because otherwise in every custom map it tries to teach me how to pick up cubes and shoot portals, which gets annoying.
Just something to keep in mind.
I also have this turned off. Please dont put any critical info in it. Put it on the download page.