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Extreme Portal Funneling

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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!

I would think that you're looking for the info_placement_helper entity, it's used for aligning portals so that when the player shoots within a certain radius, it automatically places the portal in a specified place at a specified angle. [sorry if I completely misunderstood the problem.]

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!

If it's flinging you are talking about, you can always rig the fling like Valve does with a trigger_catapult.

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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.

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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!

The options you'll want for this are Use Threshold Check = True and Player Velocity = (however fast they should go to fling). Then when the player is close to the right speed the game will correct it to exactly Player Velocity.

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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!

Use Lower and Upper Threshold to set a speed range - if the player's speed is within this range, it will be corrected to the speed set in Player Velocity.

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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!
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