Extreme Portal Funneling
Limiting the portalable surface doesn't really work here. So is there a way to increase the "strength" of portal funneling? That should do the trick.
And depending on the speed of the player, the optimal hight of the portal could change as well, so this wouldn't be perfect..
lord_blex wrote:
And depending on the speed of the player, the optimal hight of the portal could change as well
You appear to understand how a portal affects forward momentum, or to be more precise, how it does not.
reepblue wrote:
If it's flinging you are talking about, you can always rig the fling like Valve does with a trigger_catapult.
I never used that before, but I guess it's time to learn how it works.
iWork925 wrote:
lord_blex wrote:And depending on the speed of the player, the optimal hight of the portal could change as well
You appear to understand how a portal affects forward momentum, or to be more precise, how it does not.
Awwww, thank you
And how can I check the current player speed?
Player Velocity = 1000
Lower Threshold = 0.1
Upper Threshold = 0.2
Lower Threshold
0.1 x 1000 = 100 - this is the allowed deviation below the intended velocity.
Upper Threshold
0.2 x 1000 = 200 - this is the allowed deviation above the intended velocity.
Therefore, if the Player's speed is between 900 and 1200, the trigger will activate and correct their speed to 1000; nothing will happen if player speed is outside of this range.
El Farmerino wrote:
Yeah - here is my understanding, by way of an example:Player Velocity = 1000
Lower Threshold = 0.1
Upper Threshold = 0.2Lower Threshold
0.1 x 1000 = 100 - this is the allowed deviation below the intended velocity.Upper Threshold
0.2 x 1000 = 200 - this is the allowed deviation above the intended velocity.Therefore, if the Player's speed is between 900 and 1200, the trigger will activate and correct their speed to 1000; nothing will happen if player speed is outside of this range.
This is correct, but for general clarity and summarisation, the values are decimal percentages of the player velocity. As such:
0.1 = 10%
0.2 = 20%
and so on.