Portals on moving surfaces

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portal2tenacious
393 Posts
Posted Oct 22, 2012
I've been trying to create a portal on a moving surface, such as in the map sp_a2_bts5. Whenever the surface the portal is on moves though, the portal fizzles. Is there anyway to make it not fizzle?
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Habzs
225 Posts
Posted Oct 22, 2012
Replied 1 hour later
Use the command "sv_allow_mobile_portals" onMapSpawn via logic_autos.
The only flaw about the command is that you need sv_cheats to be enabled inorder for the command to work.
I heard that Valve did it differently though. Try decompiling the map to see how they did it.
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josepezdj
2,386 Posts
Posted Oct 22, 2012
Replied 5 hours later

portal2tenacious wrote:
I've been trying to create a portal on a moving surface, such as in the map sp_a2_bts5. Whenever the surface the portal is on moves though, the portal fizzles. Is there anyway to make it not fizzle?

I've remembered zivi7 already thought of a map based in puzzles where you had to carry on a portalable panel to use it whenever you need it to... I've searched and the thread is here.

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FelixGriffin
2,680 Posts
Posted Oct 22, 2012
Replied 6 hours later
The game's hardcoded so that the command is a cheat...EXCEPT when the map's name is sp_a2_bts5. That's VALVe logic for you.
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portal2tenacious
393 Posts
Posted Oct 22, 2012
Replied 1 hour later
So separate question:
Will I completely mess up my game if I end up compiling 2 sp_a2_bts5 maps? I'm assuming yes, so could I move the original out until I post to workshop and then replace it?
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BenVlodgi
633 Posts
Posted Oct 22, 2012
Replied 1 hour later

portal2tenacious wrote:
So separate question:
Will I completely mess up my game if I end up compiling 2 sp_a2_bts5 maps? I'm assuming yes, so could I move the original out until I post to workshop and then replace it?

when its posted to the workshop its name will change... just turn on cheats

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FelixGriffin
2,680 Posts
Posted Oct 22, 2012
Replied 44 minutes later
And it won't do anything. VPK beats folder, so unless you use the DLC3 hack, there's no way to make a new sp_a2_bts5 map.

Even if you used the hack, it wouldn't survive on the workshop, and it would screw up your singleplayer game.

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portal2tenacious
393 Posts
Posted Oct 22, 2012
Replied 18 minutes later
ok. Thanks for the quick responses and solution. :lol:
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HMW
806 Posts
Posted Oct 26, 2012
Replied 3 days later

FelixGriffin wrote:
And it won't do anything. VPK beats folder, so unless you use the DLC3 hack, there's no way to make a new sp_a2_bts5 map.

Even if you used the hack, it wouldn't survive on the workshop, and it would screw up your singleplayer game.

You know, I'm not sure that this is entirely impossible.

First of all the maps are not in a VPK, they are normal files in the maps folder. So it is possible to override them temporarily.

Second, when you use p2map_publish to upload a map to the workshop, it doesn't change the name. It just puts it into portal2/maps/workshop//.

I wonder, if you would make a map named "sp_a2_bts5" and put it into a subfolder of portal2/maps/, would the game still make this exception?
(The name of the BSP file is still "sp_a2_bts5.bsp", it's just in a different place.)

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FelixGriffin
2,680 Posts
Posted Oct 26, 2012
Replied 6 hours later
I'm assuming it won't work based on my experience with the TwP contest map--I always had the portalgun on my computer, because of the sp_ prefix, but not on the workshop. So perhaps the folder name is included in the filename passed to the game?
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HMW
806 Posts
Posted Oct 27, 2012
Replied 8 hours later
hmm... You're probably right.

When the developer console is active, the map name is displayed in the top-right corner of the screen, including any subfolders within "maps". If this is what the game checks, then that workaround will not work.

Another option is enabling cheats via a point_servercommand. I'm doing that briefly for the room healing animation in "a beam too far", because it needs moving world portals.
However, that only takes a few seconds, and I turn cheats back off afterwards. Enabling cheats for the entire duration of the map may be a problem, since players can quit halfway and be left with cheats on until they close the game.

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portal2tenacious
393 Posts
Posted Oct 27, 2012
Replied 1 hour later
Don't commands that require sv_cheats remain activated after you turn it off? I remember turning off cheats with noclip on and still flying around.
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ChickenMobile
2,460 Posts
Posted Oct 27, 2012
Replied 1 hour later
Cheats enabled can disable the player being able to get achievements - other than that, keeping cheats on shouldn't be a huge deal.
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BenVlodgi
633 Posts
Posted Oct 27, 2012
Replied 9 hours later

portal2tenacious wrote:
Don't commands that require sv_cheats remain activated after you turn it off? I remember turning off cheats with noclip on and still flying around.

once you turn on cheats you can not get achievements for the rest of the session. new sessions do not begin even if you use the map command, they do however begin when the PTI changes levels

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portal2tenacious
393 Posts
Posted Oct 27, 2012
Replied 1 hour later
I meant: when I turn on cheats, type in noclip, and turn cheats off, noclip stays on. I was asking if it works with the mobile portals command. I'm fairly sure it does though.
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BenVlodgi
633 Posts
Posted Oct 28, 2012
Replied 15 hours later

portal2tenacious wrote:
I meant: when I turn on cheats, type in noclip, and turn cheats off, noclip stays on. I was asking if it works with the mobile portals command. I'm fairly sure it does though.

it does, it requires cheats to be activated to change the state of a cheat command.
you should do this on the map startup
sv_cheats 1
allow mobile portals
sv_cheats 0

but then, before the map ends you should make sure to disable the moving portals

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tacoguy7765093
1 Posts
Posted Nov 12, 2012
Replied 14 days later

portal2tenacious wrote:
I've been trying to create a portal on a moving surface, such as in the map sp_a2_bts5. Whenever the surface the portal is on moves though, the portal fizzles. Is there anyway to make it not fizzle?

while your on hammer, click the map bar and click map properties :blah: :blah:

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FelixGriffin
2,680 Posts
Posted Nov 12, 2012
Replied 1 hour later
What? This is an old thread, and that doesn't pertain to it in the slightest.
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Brainstone
401 Posts
Posted Nov 12, 2012
Replied 3 hours later

Wikipedia wrote:
The Oxford English Dictionary defines "random" as "Having no definite aim or purpose; not sent or guided in a particular direction; made, done, occurring, etc., without method or conscious choice; haphazard." This concept of randomness suggests a non-order or non-coherence in a sequence of symbols or steps, such that there is no intelligible pattern or combination.

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BenVlodgi
633 Posts
Posted Nov 12, 2012
Replied 3 hours later

tacoguy7765093 wrote:
portal2tenacious wrote:

I've been trying to create a portal on a moving surface, such as in the map sp_a2_bts5. Whenever the surface the portal is on moves though, the portal fizzles. Is there anyway to make it not fizzle?

while your on hammer, click the map bar and click map properties :blah: :blah:

you're*

and your first post was out of place