Please or Register to create posts and topics.

Portal Emitters in Mapping

I am trying to make a level where you only have a blue portal gun, but I can't get it so an orange portal is created on map start-up. Can anyone help me do this?

I'm trying to make it like the early maps in portal/portal 2 where a portal or portals are placed for you and you need to use them to solve the puzzle.

Ex. Chapter 1, Test Chamber 2

Use a prop_portal entity. Set the 'Start Activated' to 'Active'.

I feel like people have had trouble with this before and you instead need to make a logic_auto activate it.

My Maps:
[spoiler][SP] Alternate[/spoiler]

I remember they don't always spawn correctly and will revert to the origin if they don't follow the "placement rules." Taken from the wiki:

Quote:
Must have its pitch, yaw and roll facing the exact same direction of the surface it's placed on.
1-8 units from the surface the portal is to be placed on.
At least 57 units away from any adjacent surfaces on the top and bottom.

If you need it some where it won't spawn on, create a logic_auto and set a NewLocation output where you want it.

Picture that. In your dreams.
Maps:
SP MonoPortal | Lesson 0
WIP: LaserLock Preview Images

Moderator note: wrong section; this should be in mapping help.

Ontopic:
I've got an instance for the orange portal on my computer, I will add it to this post. There is still a small issue with the colors of the emitters not changing properly.

Usage instructions: use func_instances to place these against the walls; give them a proper name and use the orange_open option. This should automatically close the orange portal that is up. If a player can somehow create his/her own orange portal it's screwed up so make sure the player starts with the blue portalgun :)

Hope that helped!

lpfreaky90 wrote:
Moderator note: wrong section; this should be in mapping help.

Ontopic:
I've got an instance for the orange portal on my computer, I will add it to this post. There is still a small issue with the colors of the emitters not changing properly.

Usage instructions: use func_instances to place these against the walls; give them a proper name and use the orange_open option. This should automatically close the orange portal that is up. If a player can somehow create his/her own orange portal it's screwed up so make sure the player starts with the blue portalgun :)

Hope that helped!

Thanks. It works perfectly. :thumbup:

bankston_editor wrote:
Thanks. It works perfectly. :thumbup:

Glad I could help!

ps: you don't need to use the deactivation input; the activation trigger automatically deactivates all the others first!