Portal on func_rotating ?

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Tullio
31 Posts
Posted Apr 10, 2012
Hello
I am planning a map but I can not get this effect:

KTjrbbqZir8

Can you help?

Thank you!

Special thanks to the author of the map in the video: Nyskrte

NYS-5 Hard Mode

&

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Lpfreaky90
2,842 Posts
Posted Apr 10, 2012
Replied 1 hour later
This video is private.
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Tullio
31 Posts
Posted Apr 10, 2012
Replied 23 minutes later

lpfreaky90 wrote:
This video is private.

Ok, I corrected, the video should now be visible.
You know how to create this effect?

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Dreey
78 Posts
Posted Apr 10, 2012
Replied 30 minutes later
You'll have to enable portal placement on rotating surfaces.
Place a point_clientcommand (Or something like this) entity in your world. Create a logic_auto. Go to uotputs and then, OnMapSpawn (name of your point_clientcommand) Command (Or SetCommand, I can't remember) With a parameter override of sv_allow_mobile_portals 1
This enables mobile portals. Hope this helps!
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spongylover123
944 Posts
Posted Apr 10, 2012
Replied 9 minutes later
mobile portals are not recommended, Valve only used it once and it was for a laser.
Mobile Portals can push and pull the player at tremendous force and speed.
Physics Objects cannot be transported, and the other side rendered may be incorrect.
Mobile Portals can also get the player stuck in it with 16 - 99999999999999 units thick walls.
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Tullio
31 Posts
Posted Apr 10, 2012
Replied 34 minutes later
Perfect! It 'just so that works

Many thanks Dreey, you have been a great help!

@ spongylover123 is correct what you wrote.
I noticed speed increase when switching between portals and other errors.

We'll use it only for myself directing a laser.

Thanks again for the information. :smile:

img

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BenVlodgi
633 Posts
Posted Apr 11, 2012
Replied 19 hours later
since it looks like you are going to use mobile portals for this.... keep the player away from the portals, or else they'll get sucked through and shot around... and it will just be a bug fest
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Another Bad Pun
516 Posts
Posted Apr 11, 2012
Replied 3 hours later
Be careful with the sv_allow_mobile_portals command though. Just like crosshair, it will stay on behind the scenes. Normally you can change maps or exit p2 and the console command will reset back to its default... But with this command it will stay on, which naturally, will plague the player with a great many problems. I would advise creating a client command at the end of the level that turns it off.
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msleeper
4,136 Posts
Admin
Posted Apr 13, 2012
Replied 1 day later
I would advise having it turned on at the beginning of the specific puzzle and turned off the instant it's no longer needed.

Or better yet, develop your puzzle in such a way that it doesn't rely on this gimmick.