Center Flying Through Portals
Quote from Denominator on March 1, 2014, 9:40 pmHello,
I am developing a puzzle involving a long sequence of jumps (10 in a row), and in testing I am finding that half the time I hit the edge of the portal on the very last jump, unless I adjust my trajectory at the last moment. I would like to minimize this issue.
Note: I am already using info_placement_helpers, which help immensely.
A couple ideas come to mind:
1) Create invisible "guide rails". I do not like this idea - there will likely be friction, and the loss of side-to-side movement would detract from the testing experience.
2) I have noticed that Portal 2 has a built-in "magnet" effect which guides the in-flight player towards the portal. Is there a way to increase this effect?Thanks in advance!
-Denominator
Hello,
I am developing a puzzle involving a long sequence of jumps (10 in a row), and in testing I am finding that half the time I hit the edge of the portal on the very last jump, unless I adjust my trajectory at the last moment. I would like to minimize this issue.
Note: I am already using info_placement_helpers, which help immensely.
A couple ideas come to mind:
1) Create invisible "guide rails". I do not like this idea - there will likely be friction, and the loss of side-to-side movement would detract from the testing experience.
2) I have noticed that Portal 2 has a built-in "magnet" effect which guides the in-flight player towards the portal. Is there a way to increase this effect?
Thanks in advance!
-Denominator
Quote from CamBen on March 1, 2014, 10:04 pmMaybe a point_push pushing inwards with a force of about -30 might help.
Maybe a point_push pushing inwards with a force of about -30 might help.
Aperture Science: We do our science asbestos we can!
Quote from Denominator on March 1, 2014, 10:24 pmThanks CamBen! point_push looks very useful!
Thanks CamBen! point_push looks very useful!

Quote from TeamSpen210 on March 1, 2014, 10:58 pmYou can use trigger_catapults (like faith plates) to make a player land at a specified spot, and adjust speed and direction. Put over the exit portal surface, and set "Use Threshold Check" to Yes so the catapult will only activate when players/cubes are within a certain speed. Set "Entry Angle Tolerance" to something between 0-1 so going the wrong way won't trigger the catapult. 0=180? accuracy is required, 1=they must be perfectly in line to trigger.
Valve has trigger_catapults on most of their flings, it works very well. There's also a setting that lets you prevent the player from moving in midair for a specified number of seconds, so they can't mess up the jump. Some music tracks (mainly Wheatley/Old Aperture) have versions for when the player is flinging, you might want to add an ambient_generic that is played OnCatapulted.
You can use trigger_catapults (like faith plates) to make a player land at a specified spot, and adjust speed and direction. Put over the exit portal surface, and set "Use Threshold Check" to Yes so the catapult will only activate when players/cubes are within a certain speed. Set "Entry Angle Tolerance" to something between 0-1 so going the wrong way won't trigger the catapult. 0=180? accuracy is required, 1=they must be perfectly in line to trigger.
Valve has trigger_catapults on most of their flings, it works very well. There's also a setting that lets you prevent the player from moving in midair for a specified number of seconds, so they can't mess up the jump. Some music tracks (mainly Wheatley/Old Aperture) have versions for when the player is flinging, you might want to add an ambient_generic that is played OnCatapulted.
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Quote from srs bsnss on March 2, 2014, 2:25 amI second that. Trigger_catapults are used extensively throughout the game, and will do exactly what you're trying to do.
I second that. Trigger_catapults are used extensively throughout the game, and will do exactly what you're trying to do.
Quote from Denominator on March 2, 2014, 3:45 pm@TeamSpen210 Thank you very much! I appreciate that you went out of your way to explain how to best utilize the trigger_catapult for this scenario. Especially since yes, the player will be going both ways through the portal surfaces.
@srs bsnss Thanks for the confirmation! I agree, trigger_catapult sounds perfect for what I am trying to do.
@TeamSpen210 Thank you very much! I appreciate that you went out of your way to explain how to best utilize the trigger_catapult for this scenario. Especially since yes, the player will be going both ways through the portal surfaces.
@srs bsnss Thanks for the confirmation! I agree, trigger_catapult sounds perfect for what I am trying to do.

Quote from TeamSpen210 on March 2, 2014, 5:05 pmIn the three Valve example maps for single player (sp_a2_trust_fling,sp_a3_speed_flings, sp_a4_laser_catapult) they would all use trigger_catapults to control flings.
In the three Valve example maps for single player (sp_a2_trust_fling,sp_a3_speed_flings, sp_a4_laser_catapult) they would all use trigger_catapults to control flings.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]