Portal surface triggering

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Fracture
797 Posts
Posted Dec 02, 2012
How do i make my portals trigger stuff? I have seen this done before somehow
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josepezdj
2,386 Posts
Posted Dec 02, 2012
Replied 2 hours later

You can use a func_portal_detector and then fire some outputs like:


  • OnStartTouchPortal > [whatever]
  • OnEndTouchPortal > [whatever]***
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Fracture
797 Posts
Posted Dec 02, 2012
Replied 10 hours later
okay i got that working, thanks.

though it doesnt change what i was trying to do before. I have the diversity vents and their suction doesn't seem to be transfering through portals. Even the dust doesn't seem to cooperate with most portal surfaces i have

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josepezdj
2,386 Posts
Posted Dec 03, 2012
Replied 14 hours later
I see. Well I've reminded that Reepblue made a Portal2 map including that feature where you suctioned turret by the diversity vents. You can download it and decompile it...

Anyway, he also released some "Portal2 stuffs" including the diversity vents in Gamebanana

You can learn how to make what you need from there :wink:

I think what you need though is to activate some trigger_pushes using those portal_detectors. Ofc do not forget to check the proper flags in order to make them suction whatever you want, e.g. "physics objects" for normal props, or "NPCs" for turrets...

For the dust you could parent it to a prop_portal (also activatable by your portal_detectors). This is more complex. Start by checking above stuff.

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Sprowl
97 Posts
Posted Dec 03, 2012
Replied 7 minutes later
Point_push is what you need to use a diversity vent through a portal. It works through portals by itself, so you don't need to do any kind of workaround. Just place it under your vactube and you're done.
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josepezdj
2,386 Posts
Posted Dec 03, 2012
Replied 1 minutes later

Sprowl wrote:
Point_push is what you need to use a diversity vent through a portal. It works through portals by itself, so you don't need to do any kind of workaround. Just place it under your vactube and you're done.

OH... great to know :thumbup:

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Fracture
797 Posts
Posted Dec 03, 2012
Replied 7 hours later

Sprowl wrote:
Point_push is what you need to use a diversity vent through a portal. It works through portals by itself, so you don't need to do any kind of workaround. Just place it under your vactube and you're done.

that's what i was doing, but it wasn't working on half the portal panels, nor was the dust. I will take a look at the map from the earlier post to see what differances there were

EDIT: AUGH Y U NO PAKRAT

DOUBLE EDIT: still not getting it to work

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BenVlodgi
633 Posts
Posted Dec 03, 2012
Replied 2 hours later
in my maps with vents for backstock I use the point push, but to avoid any problems that it may have, I also parent push triggers to the portals, then activate them depending on which portal is placed under the vent point.
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Fracture
797 Posts
Posted Dec 03, 2012
Replied 4 hours later

BenVlodgi wrote:
...I also parent push triggers to the portals...

dude, what? How do I even....
Do you mean the portalable surfaces, or the actual portals i fire from my portal gun?

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Mevious
205 Posts
Posted Dec 03, 2012
Replied 7 minutes later

Fracture wrote:
BenVlodgi wrote:

...I also parent push triggers to the portals...

dude, what? How do I even....
Do you mean the portalable surfaces, or the actual portals i fire from my portal gun?

You can add two prop_portals (static portals) and set the parents of each point_push to them. Then when you fire a portal, it reuses the static portals and the point_push children will follow it. This was at least true in the original Portal and Ben's comment indicates it's still possible. You just need to set up the logic to enable and disable the triggers themselves based on whether or not a portal is under the suction tube.

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Fracture
797 Posts
Posted Dec 03, 2012
Replied 1 hour later
EDIT: I cannot for the life of me find out how to replace the portals fired from the gun with the prop_portals. As far as i understood you can activate these prop_portals and deactivate them and parent stuff to them, but they do not move on their own or replace the ones fired from the portal gun.

Can you post which map you used these things when using diversity vents so i can get a visual of what to do here? The tutorials i found didn't cover anything like this.

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josepezdj
2,386 Posts
Posted Dec 04, 2012
Replied 6 hours later
Fracture, I already posted a map by Reepblue... and I remember one of the best maps subbmitted by Mr. P. Kiwi to the past Super-Contest that used (very cleverly btw) the suctioning vents, Rapid Effusion So I'm assuming you can't decompile maps. Do the following please and your life will be better :biggrin:

  1. Download BSPSource. It's a Java based GUI so it doesn't even need an installation (it needs Java-environment though... I guess you'll already have it). Run it.

  2. Click the button "ADD" and find whatever .bsp map file you want to turn into a .vmf.

  3. Click on button "DECOMPILE" and select the output folder. I suggest you to place the decompile maps always into /sdk_content/maps because the maps in here have the paths to the materials and stock instances.

You're done! Now you have the .vmf file that you can open with the hammer editor and check whatever you want to check for learning :wink:

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Fracture
797 Posts
Posted Dec 04, 2012
Replied 14 minutes later
i already did that, actually.... all of that. I meant i wanted to see ben's map with prop_portals.

subsequently, where does the steam workshop store on my portal directory all the maps i download?

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BenVlodgi
633 Posts
Posted Dec 04, 2012
Replied 9 minutes later

Fracture wrote:
EDIT: I cannot for the life of me find out how to replace the portals fired from the gun with the prop_portals. As far as i understood you can activate these prop_portals and deactivate them and parent stuff to them, but they do not move on their own or replace the ones fired from the portal gun.

Can you post which map you used these things when using diversity vents so i can get a visual of what to do here? The tutorials i found didn't cover anything like this.

Sorry no, Most of Back-Stock is a pretty big secret... but it is quite simple

create 2 prop portals one for blue, one for orange
place push triggers infront of them, make sure you have all the directions the way you want them (laying the portals down usually makes it easier) parent them to the prop portals
as far as log goes, place a portal detector underneath the vactube, when an orange portal is detected underneath the vactube, then turn on the push triggers associated with the blue portal.... you should also add in some extra logic so that the push triggers dont activate if the blue is inactive. Just because a portal's state is set to zero doesn't mean its not there anymore.
also in line with prop portals, also make sure to set them to inactive on startup.... sometimes they will activate by themselves in the void.
I only use this method in addition to using a point_push
check out how I made PDVs in the BEEMOD

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Fracture
797 Posts
Posted Dec 04, 2012
Replied 20 minutes later
yeah i keep encountering this glitch where the orange portal wont turn off at ALL. And the inputs were correct too. I may have to skip the prop_portals and just squeeze in some elements that prevent the player from using the other dozen panels that involve unnecessary redundancies.

this must be one of the reasons the makers created the airlock to separate tests :b

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josepezdj
2,386 Posts
Posted Dec 04, 2012
Replied 24 minutes later

Fracture wrote:
subsequently, where does the steam workshop store on my portal directory all the maps i download?

portal 2/portal2/maps/workshop

EDIT

Fracture wrote:
i already did that, actually.... all of that. I meant i wanted to see ben's map with prop_portals.

Do you think in this map Reepblue set things up so differently?

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Fracture
797 Posts
Posted Dec 04, 2012
Replied 7 hours later
I couldn't even see the prop_portals in that .vmf

the decompiler actually said there were some errors when unloading everything and it came out looking super glitched.

EDIT: i tracked down the file from steam and decompiled it again and it worked this time. Now i can see it

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FelixGriffin
2,680 Posts
Posted Dec 04, 2012
Replied 4 hours later
Why are you "turning off" the orange portal?
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Fracture
797 Posts
Posted Dec 05, 2012
Replied 7 hours later
for when you don't want it on, obviously. But no, I'm not going to need those any more. They didn't do what i thought they did. Sort of a misleading explanation earlier. I thought they literally came out of the portal gun, not fixated to a specific location in the map or whatever they are parented to that are trigger by buttons.

Now that I got an idea as to how these vents are supposed to work, i can work from that.

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josepezdj
2,386 Posts
Posted Dec 05, 2012
Replied 4 hours later

Fracture wrote:
They didn't do what i thought they did. Sort of a misleading explanation earlier. I thought they literally came out of the portal gun, not fixated to a specific location in the map or whatever they are parented to that are trigger by buttons.

I read this on the VDC:

*** NOTE: In order for a prop_portal to link up to the player's weapon_portalgun in Portal 2, the portal pair ID must be set to 0.***

Do you think that could make your prop_portals to be linked to your weapon? I haven't tested it though.