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Portal on func_rotating ?

Hello
I am planning a map but I can not get this effect:

KTjrbbqZir8

Can you help?

Thank you!

Special thanks to the author of the map in the video: Nyskrte
NYS-5 Hard Mode

This video is private.

lpfreaky90 wrote:
This video is private.

Ok, I corrected, the video should now be visible.
You know how to create this effect?

You'll have to enable portal placement on rotating surfaces.
Place a point_clientcommand (Or something like this) entity in your world. Create a logic_auto. Go to uotputs and then, OnMapSpawn (name of your point_clientcommand) Command (Or SetCommand, I can't remember) With a parameter override of sv_allow_mobile_portals 1
This enables mobile portals. Hope this helps!

Image

mobile portals are not recommended, Valve only used it once and it was for a laser.
Mobile Portals can push and pull the player at tremendous force and speed.
Physics Objects cannot be transported, and the other side rendered may be incorrect.
Mobile Portals can also get the player stuck in it with 16 - 99999999999999 units thick walls.

Perfect! It 'just so that works

Many thanks Dreey, you have been a great help!

@ spongylover123 is correct what you wrote.
I noticed speed increase when switching between portals and other errors.

We'll use it only for myself directing a laser.

Thanks again for the information. :)

Image

since it looks like you are going to use mobile portals for this.... keep the player away from the portals, or else they'll get sucked through and shot around... and it will just be a bug fest



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

Be careful with the sv_allow_mobile_portals command though. Just like crosshair, it will stay on behind the scenes. Normally you can change maps or exit p2 and the console command will reset back to its default... But with this command it will stay on, which naturally, will plague the player with a great many problems. I would advise creating a client command at the end of the level that turns it off.

I would advise having it turned on at the beginning of the specific puzzle and turned off the instant it's no longer needed.

Or better yet, develop your puzzle in such a way that it doesn't rely on this gimmick.

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