Orange Portals
Quote from RubbishyUsername on July 26, 2011, 6:20 amTwo questions. How do you get the orange portals that the computer places at the beginning of the game and how can you use buttons to change their placement? And secondly, Is there anyway of changing the frame of those orange portals? I just find them a little ugly.
Thanks in advance,
RU.
Two questions. How do you get the orange portals that the computer places at the beginning of the game and how can you use buttons to change their placement? And secondly, Is there anyway of changing the frame of those orange portals? I just find them a little ugly.
Thanks in advance,
RU.
Quote from Skotty on July 26, 2011, 10:14 amThe frame is just a independend model. You can place them anywhere.
To place a portal (orange or blue is equal) you just need to use prop_portal. Just play around with it.
The frame is just a independend model. You can place them anywhere.
To place a portal (orange or blue is equal) you just need to use prop_portal. Just play around with it.
Quote from RubbishyUsername on July 26, 2011, 2:52 pmI am but it keeps on dissappearing through the floor and turning up through an entirely different brush at the wrong angle. Also, my gun is still able to fire orange portals when I disabled it earlier and the potato keeps reappearing. What's not working?
I am but it keeps on dissappearing through the floor and turning up through an entirely different brush at the wrong angle. Also, my gun is still able to fire orange portals when I disabled it earlier and the potato keeps reappearing. What's not working?
Quote from Another Bad Pun on July 26, 2011, 3:04 pmReason for portal spawning at 0,0,0 point. You should be able to counter it by spawning the portal somewhere else in the map, and the moving it's location to the place you want it to be at via logic_auto.
Reason for portal spawning at 0,0,0 point. You should be able to counter it by spawning the portal somewhere else in the map, and the moving it's location to the place you want it to be at via logic_auto.
Quote from WinstonSmith on July 26, 2011, 4:48 pmAnother Bad Pun wrote:Reason for portal spawning at 0,0,0 point. You should be able to counter it by spawning the portal somewhere else in the map, and the moving it's location to the place you want it to be at via logic_auto.This. I usually place and rotate the prop_portals wherever I want them in my map, use a text editor to get the entity's origin and rotation, and send them a NewLocation output and shortly after a Fizzle output as soon as the map starts.
This. I usually place and rotate the prop_portals wherever I want them in my map, use a text editor to get the entity's origin and rotation, and send them a NewLocation output and shortly after a Fizzle output as soon as the map starts.
Quote from RubbishyUsername on July 27, 2011, 6:14 amAs a n00b, I have little understanding of what you two just said. Could some one explain to me in This-Guy-Is-An-Idiot talk what I need to do?
As a n00b, I have little understanding of what you two just said. Could some one explain to me in This-Guy-Is-An-Idiot talk what I need to do?
Quote from Skotty on July 27, 2011, 8:36 amIf you use prop_portal, you need to tell this prop where to be ingame. You can place it anywhere in Hammer with any rotation, it will spawn at the 0 0 0 coordinate.
To tell the prop_portal where to be, you need to set the input "NewLocation". This needs all 3 coordinats and all 3 values of rotation (x y z pitch yaw roll).
To find them out, just place info_null's at the positions the Portal should be in your map. Save the map. Now open your .vmf with a normal texteditor. Search for "info_null". Now you will have there the following:
- Code: Select all
entity
{
"id" "4996"
"classname" "info_null"
"angles" "0 270 0"
"origin" "0 224 64"You need the origin and the angles values for the full position coordinates. Just copy them and say Hammer "OnWhatever prop_portal newlocation 0 224 64 0 270 0". It will be ingame where your info_null was with the same rotation. (info_null can be removed now, it won't do anything ingame).
If you use prop_portal, you need to tell this prop where to be ingame. You can place it anywhere in Hammer with any rotation, it will spawn at the 0 0 0 coordinate.
To tell the prop_portal where to be, you need to set the input "NewLocation". This needs all 3 coordinats and all 3 values of rotation (x y z pitch yaw roll).
To find them out, just place info_null's at the positions the Portal should be in your map. Save the map. Now open your .vmf with a normal texteditor. Search for "info_null". Now you will have there the following:
- Code: Select all
entity
{
"id" "4996"
"classname" "info_null"
"angles" "0 270 0"
"origin" "0 224 64"
You need the origin and the angles values for the full position coordinates. Just copy them and say Hammer "OnWhatever prop_portal newlocation 0 224 64 0 270 0". It will be ingame where your info_null was with the same rotation. (info_null can be removed now, it won't do anything ingame).
Quote from Rubrica on July 27, 2011, 8:48 amWhy can't you just go into the properties window of the info_null and get the orientation and origin from there, out of curiosity?
Why can't you just go into the properties window of the info_null and get the orientation and origin from there, out of curiosity?
Quote from WinstonSmith on July 27, 2011, 5:34 pmRubrica wrote:Why can't you just go into the properties window of the info_null and get the orientation and origin from there, out of curiosity?I'm not sure it's displayed in the entity properties windows, sometimes it doesn't show up.
I'm not sure it's displayed in the entity properties windows, sometimes it doesn't show up.

