[QUOTE=TearJerker;31099240]Does anyone know how to make one of those ping directable portal guns like in the first co-op level?[/QUOTE]
You'll probably have to do something like the following:
Create a weapon_portalgun
Parent it to a moving brush entity. Ex: func_rotating, momentary_rot_button, etc
Place a [URL="http://developer.valvesoftware.com/wiki/Trigger_ping_detector"]trigger_ping_detector[/URL] where you want to detect pings
Have the trigger send an output to the moving brush to face the ping's location and fire the appropriate portal
For the rotating brush, you could use momentary_rot_button, set specific locations for the pings (25% of rotation range, 50% of rotation range, etc) and have triggers in those positions sending the SetPosition input (.25 for 25%, .5 for 50%, etc) back to the momentary_rot_button.
[QUOTE=Rand0mNumber;31100684]You'll probably have to do something like the following:
Create a weapon_portalgun
Parent it to a moving brush entity. Ex: func_rotating, momentary_rot_button, etc
Place a [URL="http://developer.valvesoftware.com/wiki/Trigger_ping_detector"]trigger_ping_detector[/URL] where you want to detect pings
Have the trigger send an output to the moving brush to face the ping's location and fire the appropriate portal
For the rotating brush, you could use momentary_rot_button, set specific locations for the pings (25% of rotation range, 50% of rotation range, etc) and have triggers in those positions sending the SetPosition input (.25 for 25%, .5 for 50%, etc) back to the momentary_rot_button.[/QUOTE]
Couldn't you have info_target's and a func_tank, that would allow the portalgun to fire at any point you wanted to.
[QUOTE=Smasher 006;31110260]Couldn't you have info_target's and a func_tank, that would allow the portalgun to fire at any point you wanted to.[/QUOTE]
How would you detect the pings? I suppose you could keep the triggers, keep their centers where you want the portals, name them all, and have the tank point at them instead.
Even with the info_targets, you'd have to place them all around. If you really want to, make a train and have it move throughout the area with the tank set to follow. Then, have a couple buttons to fire each portal.
[QUOTE=Rand0mNumber;31115873]How would you detect the pings? I suppose you could keep the triggers, keep their centers where you want the portals, name them all, and have the tank point at them instead.
Even with the info_targets, you'd have to place them all around. If you really want to, make a train and have it move throughout the area with the tank set to follow. Then, have a couple buttons to fire each portal.[/QUOTE]Or you could add a trigger_ping or whatever it's called to all surfaces and do like smasher said.
Power of destruction... with panels!
[media]http://www.youtube.com/watch?v=pyKnQFzhkIQ[/media]
[QUOTE=d3m0l1sh3r;31131738]Power of destruction... with panels!
[media]http://www.youtube.com/watch?v=pyKnQFzhkIQ[/media][/QUOTE]
Wow, that was strangely motivational, not to mention freakin' sweet.
I'm trying to use a light_environment in my map but everything becomes pitch black when loaded, only mat_fullbright 1 fixes it.
[QUOTE=MasterFen007;31135465]I'm trying to use a light_environment in my map but everything becomes pitch black when loaded, only mat_fullbright 1 fixes it.[/QUOTE]
light_environment only produces light from the skybox
[QUOTE=Da Fat Cat v3;31136894]light_environment only produces light from the skybox[/QUOTE]
Well my map takes place inside so will normal lights suffice?
The latest:
[media]http://www.youtube.com/watch?v=UtLptelHZyc[/media]
[media]http://www.youtube.com/watch?v=1_cvoC423FQ[/media]
EDIT:
First was posted before. Oops. Back to sleep...
So does anyone know why the voice files won't play in the Sound Browser?
I've remade the portal 1 testchamber included in the Portal SDK in portal 2. :v:
[editline]17th July 2011[/editline]
In the new style :tinfoil:
[QUOTE=dije;31172394]I've remade the portal 1 testchamber included in the Portal SDK in portal 2. :v:
[editline]17th July 2011[/editline]
In the new style :tinfoil:[/QUOTE]
Pics?
Coming soon, I have a video too :smile:
Fffffffff-
Instances suddenly won't work. I don't know why.
They worked just last night, but I did notice something:
The path I select is originally this:
[i]instances\door\portal_door_entities\portal_door_frame_black.vmf[/i]
Then, once I hit Apply, it suddenly changes to this:
[i]instances/door/portal_door_entities/portal_door_frame_black.vmf[/i]
(Notice how the slashes change.)
When I select my prop_testchamber_door, go to the Model tab, and select the animation 'idleopen', it changes my selection to 'open' instead.
Is there any way to fix this? It's making everything impossible by changing what I've selected.
[QUOTE=Cheshire_cat;31176550]
When I select my prop_testchamber_door, go to the Model tab, and select the animation 'idleopen', it changes my selection to 'open' instead.
[/QUOTE]
In the portal 2 SDK, in the Model tab, it randomly changes what it says is selected, but usually it stays as the animation you wanted.
Thanks, and I also figured out why instances weren't working, but now I have yet another question:
I selected this instance:
[i]instances\door\portal_door_entities\portal_door_frame_black.vmf[/i]
I inserted a prop_testchamber_door in the frame, but the nodraw barrier won't let me pass.
Aside from modifying the instance, how am I supposed to make the frame? Am I using the wrong instance or something?
[QUOTE=Meatpuppet;31178720]innovative*[/QUOTE]
It's innovation.
Some of these maps are looking pretty good.
[QUOTE=green bandit;31182624]It's innovation.
Some of these maps are looking pretty good.[/QUOTE]
Innovational is not a word.
[QUOTE=Meatpuppet;31182906]Innovational is not a word.[/QUOTE]
It's not, but people know what he is talking about.
I should start getting back to mapping, I really enjoy the Cave Johnson maps and making my own in that art style.
[QUOTE=Meatpuppet;31182906]Innovational is not a word.[/QUOTE]
I think enough people use it for it to be a word
[QUOTE=TearJerker;31184160]I think enough people use it for it to be a word[/QUOTE]
Nobody uses it, thus why I said it isn't a word
[QUOTE=TearJerker;31184160]I think enough people use it for it to be a word[/QUOTE]
Never heard it used in my entire life.
[QUOTE=Meatpuppet;31178720]innovative*[/QUOTE]
Is this big deal? You always trying to make crap of someone, seriously. You would better make something for this thread.
BTW
innovate /ˈɪnəveɪt/*
▶verb change something established by introducing new methods, ideas, or products.
– derivatives
innovation noun,
innovational adjective,
innovator noun,
innovatory adjective.
"Oh boy! 10 new posts in the Portal 2 Mapping Thread! I can't wait to see videos of people's great ideas!"
[quote=demolisher]bullshit[/quote]I would've stopped detailing the thread, but you just had to insult me again. Webster, oxford, and most other dictionaries say it's not a word. Stop talking about it.
[QUOTE=Cheshire_cat;31180688]Thanks, and I also figured out why instances weren't working, but now I have yet another question:
I selected this instance:
[i]instances\door\portal_door_entities\portal_door_frame_black.vmf[/i]
I inserted a prop_testchamber_door in the frame, but the nodraw barrier won't let me pass.
Aside from modifying the instance, how am I supposed to make the frame? Am I using the wrong instance or something?[/QUOTE]
Yeah, that's for prop_linked_portal_doors, which use world portals. What I did is I opened one of the example maps and just copied the geometry that valve had made for their normal doors and made a prefab of it.
[QUOTE=Meatpuppet;31188914]Even more bullshit[/QUOTE]
This thread about mapping, not grammar.
Done
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