Portals on moving surfaces
BenVlodgi wrote:
...
you should do this on the map startup
sv_cheats 1
allow mobile portals
sv_cheats 0
...
Actually, it needs to be "sv_allow_mobile_portals 1" without the quotation marks. If you simply enter the command it won't do anything. Cheat codes in Portal 2 are variables that have to be set to something. In this case, it is a Boolean that needs to be set to 1 or 0. When it is set to 1, you CAN have portals move. The default is to have it set to 0, which means that you can NOT have moving portals.
protoborg wrote:
BenVlodgi wrote:...
you should do this on the map startup
sv_cheats 1
allow mobile portals
sv_cheats 0
...Actually, it needs to be "sv_allow_mobile_portals 1" without the quotation marks. If you simply enter the command it won't do anything. Cheat codes in Portal 2 are variables that have to be set to something. In this case, it is a Boolean that needs to be set to 1 or 0. When it is set to 1, you CAN have portals move. The default is to have it set to 0, which means that you can NOT have moving portals.
I know, but when I posted it I didn't feel like looking up the actual command
LOGIC_AUTO
onmapspawn - @command - command - sv_cheats 1
onmapspawn - @command - command - hud_saytext_time 0
onmapspawn - @command - command - sv_allow_mobile_portals 1
onmapspawn - @command - command - sv_cheats 0
make sure to separate the 'cheat' outputs by a microsecond from the 'saytext' and 'mobileportal' lines so they can take effect
OnMapSpawn - @command - Commmand - sv_cheats 1; hud_saytext_time 0; sv_allow_mobile_portals 1; sv_cheats 0
This way you don't need to worry about delays.
There may be a problem that I had one time in a map that requiered a cheat-command: I died, and after reloading the save, the command was gone, but it wasn't set again, so the map was unsolveable without starting at the very beginning, because there was no way to find out what the command was. :/
Fracture wrote:
sorry to double post but i have noticed that this cheat overrides the portal being fizzled on contact with a portal cleanser. I have an area where the panels go that the player shouldn't, but they are fully able and i need to stop that somehow
Make a trigger to detect prop_portals and OnStartTouch !activator Fizzle.
Edit: portal_detector works for fizzling. honestly wasn't expecting that to work