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Making A Door Open When Player Walks Up?

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I want to make a door that will open when the player walks up to it, but closes when the player steps away from it.

I have a hunch it's something to do with triggers.

Also I want the range of the trigger to get wider on the floor as more buttons are activated.(pretty sure this won't be implemented in version one)

I'm going to be making a very "different" sort of map, that's simple in theory, but much more interesting and time consuming than you might think.

Also if you reach the next map your portal gun is taken away from you somehow, I'm not sure how to do that one.
Getting to the exit will seem easy. Just grab your portal gun and portal on up to the exit.
But getting TO your portal gun, which requires more steps per map is going to be the hard part.

I'm also looking for someone a little more experienced than me (anyone will do) to help make this map set. :3

Half of the puzzle is getting your portal gun, the other half is using it to get to the exit. And the other half is using the lab boys down at R&D to figure out why the heck there's three halves!
So does anyone want in on this? *puppydog eyes*

For a door that opens when near it and closes when away from it: you need a trigger multiple with the following outputs:

onstarttouch
[DOOR NAME HERE]
Open (or the opening output)

onendtouch
[DOOR NAME HERE]
Close (or the closing output)

To remove the portal gun, this can be done with a trigger_weapon_strip.

Dr.Toaster Waffles wrote:
For a door that opens when near it and closes when away from it: you need a trigger multiple with the following outputs:

onstarttouch
[DOOR NAME HERE]
Open (or the opening output)

onendtouch
[DOOR NAME HERE]
Close (or the closing output)

To remove the portal gun, this can be done with a trigger_weapon_strip.

Ah! So my initial hunch was right XP I just had the outputs wrong >_<'' silly Naru is silly. (Naru is my nickname on some other places lol ) Still glad I asked though, I would've been fiddling around with it for hours and eventually giving up. XP

So if I do Trigger_weapon_strip that means I can have more than one instance of the portal gun in a map right? Even on single player?

What about making the trigger on the floor wider and wider as more buttons are pressed? Or would that not work/not be possible?

metroid101 wrote:
So if I do Trigger_weapon_strip that means I can have more than one instance of the portal gun in a map right? Even on single player?

What about making the trigger on the floor wider and wider as more buttons are pressed? Or would that not work/not be possible?

If you have a sequence where the player gets a portal gun, gets the portal gun taken away, and gets the portal gun again, yes that would work.

"Making the trigger wider as more buttons are pressed"? Could you elaborate please, I'm not exactly sure what you mean.

Making the trigger wider is sort of possible but useless. You can do that by enabling triggers next to the centre trigger with matching outputs and disabling them with a math counter somehow, but what would that give you?

Dr.Toaster Waffles wrote:
metroid101 wrote:
So if I do Trigger_weapon_strip that means I can have more than one instance of the portal gun in a map right? Even on single player?

What about making the trigger on the floor wider and wider as more buttons are pressed? Or would that not work/not be possible?

If you have a sequence where the player gets a portal gun, gets the portal gun taken away, and gets the portal gun again, yes that would work.

"Making the trigger wider as more buttons are pressed"? Could you elaborate please, I'm not exactly sure what you mean.

The strip weapons function will be used at the start of each map series, and the portal gun will be placed somewhere in the map. Each test will be different, but the steps will be the same.

Part One: Work without portals to get your portal gun
Part Two: Work with portal gun to reach exit.

There's a few turrets behind the door, two are fake and one is live.

The idea was that as the player gets closer to opening a path to the portal gun the trigger that opens the initial door gets wider, making your time to dodge the turret fire shorter.

Also, I don't know how, but I got the Dud turrets to work like a regular one. I kind of want them to use their lines though "It's my big chance" and all those. Not sure how to get that working. Most likely, make them an actor and have them play the sound?

Hmm..or better yet....maybe.....a trigger that plays the sound clips when the player walks over them? A dirty trick I know, but lol I'm so devious sometimes >=3

to increase the distance of the trigger multiple you can use math counters and switch relays to enable and disable triggers of different sizes

you can also use client commands to just give the gun back to the player... easier than making them pick up a physical gun



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps
BenVlodgi wrote:
to increase the distance of the trigger multiple you can use math counters and switch relays to enable and disable triggers of different sizes

you can also use client commands to just give the gun back to the player... easier than making them pick up a physical gun

The whole point of the first half of each of the tests in my map series is getting TO your portal gun though...
Showing the player where the gun is via a visual representation (Usually it's down some hallway with some obstacles in the way.) motivates them to work through at least half of the puzzle with no portal gun.
Later puzzles you will pick up a portal gun that will only fire one portal, then the next step is to portal your way up to the dual portal gun and then find the exit.

I see... well in that case at least use a pedastal for the gun



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps
BenVlodgi wrote:
I see... well in that case at least use a pedestal for the gun

You mean the prop stand from portal 1? Or just a square pedestal?

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