Quote from
lord_blex on June 25, 2013, 7:41 pm
I have a test, where you have to use tricky-ish portal placement to fling yourself. The problem is that it takes a lot of trial and error until you can get it working and I want the puzzle to be about figuring the stuff out, not moving portals 2 units up/down a 100 times..
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.
I have a test, where you have to use tricky-ish portal placement to fling yourself. The problem is that it takes a lot of trial and error until you can get it working and I want the puzzle to be about figuring the stuff out, not moving portals 2 units up/down a 100 times..
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.
- Science isn't about why, it's about why not!
Quote from
lord_blex on June 25, 2013, 10:24 pm
That wouldn't be bad, if it worked only on one axis. I don't want to limit horizontal placement at all. (We are talking about a big white wall.) But it doesn't work that way, does it?
And depending on the speed of the player, the optimal hight of the portal could change as well, so this wouldn't be perfect..
That wouldn't be bad, if it worked only on one axis. I don't want to limit horizontal placement at all. (We are talking about a big white wall.) But it doesn't work that way, does it?
And depending on the speed of the player, the optimal hight of the portal could change as well, so this wouldn't be perfect..
- Science isn't about why, it's about why not!
Quote from
lord_blex on June 26, 2013, 11:13 am
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
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
- Science isn't about why, it's about why not!
Quote from
lord_blex on June 26, 2013, 12:49 pm
What's the lower/upper threshold?
And how can I check the current player speed?
What's the lower/upper threshold?
And how can I check the current player speed?
- Science isn't about why, it's about why not!
Quote from
lord_blex on June 26, 2013, 1:45 pm
Yeah, that was my guess (even though the wiki doesn't actually say it's speed). But what do the values mean?
Yeah, that was my guess (even though the wiki doesn't actually say it's speed). But what do the values mean?
- Science isn't about why, it's about why not!