Trigger going through portals.

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spongylover123
944 Posts
Posted May 06, 2012
As you may have known, trigger's can't go through portals.
Now, is there a work around to this?, all I need is a trigger_push able to go through portals.
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taco
504 Posts
Posted May 06, 2012
Replied 3 minutes later

spongylover123 wrote:
As you may have known, trigger's can't go through portals.
Now, is there a work around to this?, all I need is a trigger_push able to go through portals.

A work around would depend on what it is that you are trying to accomplish. Can you share more information on what you are trying to accomplish?

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spongylover123
944 Posts
Posted May 07, 2012
Replied 11 minutes later

taco wrote:
spongylover123 wrote:

As you may have known, trigger's can't go through portals.
Now, is there a work around to this?, all I need is a trigger_push able to go through portals.

A work around would depend on what it is that you are trying to accomplish. Can you share more information on what you are trying to accomplish?

A trigger push attached to the player, i'm trying make the player able to throw.

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taco
504 Posts
Posted May 07, 2012
Replied 3 minutes later

spongylover123 wrote:
A trigger push attached to the player, i'm trying make the player able to throw.

Can you teleport it to the player?

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spongylover123
944 Posts
Posted May 07, 2012
Replied 3 minutes later
teleporting still doesn't work, i tried that, parenting to the portals doesn't work either.
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josepezdj
2,386 Posts
Posted May 07, 2012
Replied 2 hours later
What about placing more trigger_pushes that start disable and some func_portal_detector to enable them properly and continue parenting the player from the other side of the portal?
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spongylover123
944 Posts
Posted May 07, 2012
Replied 16 hours later
I'll try that, thanks josepezdj, and taco for the suggestions.
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Rand0mNumbers
76 Posts
Posted May 10, 2012
Replied 2 days later
Not really a solution, but might be helpful.

Add the following lines to prop_portal in portal.fgd:

output OnEntityTeleportFromMe(void)      : "When any entity is teleported from this portal to its partner."
   output OnPlayerTeleportFromMe(void)      : "When the player is teleported from this portal to its partner."
   output OnEntityTeleportToMe(void)      : "When any entity is teleported to this portal."
   output OnPlayerTeleportToMe(void)      : "When the player is teleported to this portal."

These are the same outputs from linked_portals. I just tweaked the descriptions. Yes, the engine supports them on prop_portals.

Once you add the entries, restart Hammer. Open your map, add two prop_portals, set them to inactive, set their IDs to 0 (the player's set), and select your desired output from the outputs tab.

EDIT:
You could parent a trigger_push to the portals and use the outputs to make them fire.