instance and AddOutput targetname
Quote from Lpfreaky90 on December 2, 2011, 9:18 pmWe still don't know why you need the AddOutput command for
We still don't know why you need the AddOutput command for ![]()
Quote from PortalCombat on December 2, 2011, 9:26 pmlpfreaky90 wrote:We still don't know why you need the AddOutput command for- Let's say I have X rooms and each of them has 8 'linked_portal_door' entities.
- At Map Spawn I want each 'linked_portal_door' to get randomly connected to any other portal on the map
- but it is not allowed to take any portal in the same room.So I could create 1 'logic_case' where I place all the connections, or I would place it 1 time in each room,
with AddOutput - which would be less work, because it would choose the correct link much easier.But it does not work as I was planning it, because the Parameter Field does not change the names.
![]()
So I am forced to write down all possible links - much work.
- Let's say I have X rooms and each of them has 8 'linked_portal_door' entities.
- At Map Spawn I want each 'linked_portal_door' to get randomly connected to any other portal on the map
- but it is not allowed to take any portal in the same room.
So I could create 1 'logic_case' where I place all the connections, or I would place it 1 time in each room,
with AddOutput - which would be less work, because it would choose the correct link much easier.
But it does not work as I was planning it, because the Parameter Field does not change the names.
So I am forced to write down all possible links - much work. ![]()
Quote from HMW on December 7, 2011, 9:42 amThat sounds like a very cool idea, but I have one concern regarding the 'linked_portal_door' entities themselves:
Can you see (or see through) multiple linked passages at the same time? Because if there are too many linked_portal_door entities visible simultaneously, you'll get display glitches.
If you haven't done so yet, I'd recommend that you make a quick test setup first and see if it actually works in-game, before worrying about the randomisation part.
(Just copy-paste some rooms in a test map and set the portal links manually.)
That sounds like a very cool idea, but I have one concern regarding the 'linked_portal_door' entities themselves:
Can you see (or see through) multiple linked passages at the same time? Because if there are too many linked_portal_door entities visible simultaneously, you'll get display glitches.
If you haven't done so yet, I'd recommend that you make a quick test setup first and see if it actually works in-game, before worrying about the randomisation part.
(Just copy-paste some rooms in a test map and set the portal links manually.)
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

