Portal on func_rotating ?
Quote from Tullio on April 10, 2012, 3:27 pmHello
I am planning a map but I can not get this effect:Can you help?
Thank you!
Special thanks to the author of the map in the video: Nyskrte
NYS-5 Hard Mode
Hello
I am planning a map but I can not get this effect:
Can you help?
Thank you!
Special thanks to the author of the map in the video: Nyskrte
NYS-5 Hard Mode
Quote from Lpfreaky90 on April 10, 2012, 5:00 pmThis video is private.
This video is private.
Quote from Tullio on April 10, 2012, 5:24 pmlpfreaky90 wrote:This video is private.Ok, I corrected, the video should now be visible.
You know how to create this effect?
Ok, I corrected, the video should now be visible.
You know how to create this effect?
Quote from Dreey on April 10, 2012, 5:55 pmYou'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!
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!
Quote from spongylover123 on April 10, 2012, 6:04 pmmobile 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.
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.
Quote from Tullio on April 10, 2012, 6:39 pmPerfect! 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.
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. ![]()

Quote from BenVlodgi on April 11, 2012, 1:52 pmsince 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
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
Quote from Another Bad Pun on April 11, 2012, 5:45 pmBe 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.
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.
Quote from msleeper on April 13, 2012, 1:03 pmI 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.
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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