Portals on moving surfaces
Quote from portal2tenacious on October 22, 2012, 12:10 amI've been trying to create a portal on a moving surface, such as in the map sp_a2_bts5. Whenever the surface the portal is on moves though, the portal fizzles. Is there anyway to make it not fizzle?
I've been trying to create a portal on a moving surface, such as in the map sp_a2_bts5. Whenever the surface the portal is on moves though, the portal fizzles. Is there anyway to make it not fizzle?
Quote from Habzs on October 22, 2012, 1:32 amUse the command "sv_allow_mobile_portals" onMapSpawn via logic_autos.
The only flaw about the command is that you need sv_cheats to be enabled inorder for the command to work.
I heard that Valve did it differently though. Try decompiling the map to see how they did it.
Use the command "sv_allow_mobile_portals" onMapSpawn via logic_autos.
The only flaw about the command is that you need sv_cheats to be enabled inorder for the command to work.
I heard that Valve did it differently though. Try decompiling the map to see how they did it.

Quote from josepezdj on October 22, 2012, 6:57 amportal2tenacious wrote:I've been trying to create a portal on a moving surface, such as in the map sp_a2_bts5. Whenever the surface the portal is on moves though, the portal fizzles. Is there anyway to make it not fizzle?I've remembered zivi7 already thought of a map based in puzzles where you had to carry on a portalable panel to use it whenever you need it to... I've searched and the thread is here.
I've remembered zivi7 already thought of a map based in puzzles where you had to carry on a portalable panel to use it whenever you need it to... I've searched and the thread is here.
Quote from FelixGriffin on October 22, 2012, 1:22 pmThe game's hardcoded so that the command is a cheat...EXCEPT when the map's name is sp_a2_bts5. That's VALVe logic for you.
The game's hardcoded so that the command is a cheat...EXCEPT when the map's name is sp_a2_bts5. That's VALVe logic for you.
Quote from portal2tenacious on October 22, 2012, 3:11 pmSo separate question:
Will I completely mess up my game if I end up compiling 2 sp_a2_bts5 maps? I'm assuming yes, so could I move the original out until I post to workshop and then replace it?
So separate question:
Will I completely mess up my game if I end up compiling 2 sp_a2_bts5 maps? I'm assuming yes, so could I move the original out until I post to workshop and then replace it?

Quote from BenVlodgi on October 22, 2012, 4:43 pmportal2tenacious wrote:So separate question:
Will I completely mess up my game if I end up compiling 2 sp_a2_bts5 maps? I'm assuming yes, so could I move the original out until I post to workshop and then replace it?when its posted to the workshop its name will change... just turn on cheats
Will I completely mess up my game if I end up compiling 2 sp_a2_bts5 maps? I'm assuming yes, so could I move the original out until I post to workshop and then replace it?
when its posted to the workshop its name will change... just turn on cheats
Quote from FelixGriffin on October 22, 2012, 5:28 pmAnd it won't do anything. VPK beats folder, so unless you use the DLC3 hack, there's no way to make a new sp_a2_bts5 map.
Even if you used the hack, it wouldn't survive on the workshop, and it would screw up your singleplayer game.
And it won't do anything. VPK beats folder, so unless you use the DLC3 hack, there's no way to make a new sp_a2_bts5 map.
Even if you used the hack, it wouldn't survive on the workshop, and it would screw up your singleplayer game.
Quote from portal2tenacious on October 22, 2012, 5:47 pmok. Thanks for the quick responses and solution.
ok. Thanks for the quick responses and solution.
Quote from HMW on October 26, 2012, 3:25 pmFelixGriffin wrote:And it won't do anything. VPK beats folder, so unless you use the DLC3 hack, there's no way to make a new sp_a2_bts5 map.Even if you used the hack, it wouldn't survive on the workshop, and it would screw up your singleplayer game.
You know, I'm not sure that this is entirely impossible.
First of all the maps are not in a VPK, they are normal files in the maps folder. So it is possible to override them temporarily.
Second, when you use p2map_publish to upload a map to the workshop, it doesn't change the name. It just puts it into portal2/maps/workshop/<some_random_number>/.
I wonder, if you would make a map named "sp_a2_bts5" and put it into a subfolder of portal2/maps/, would the game still make this exception?
(The name of the BSP file is still "sp_a2_bts5.bsp", it's just in a different place.)
Even if you used the hack, it wouldn't survive on the workshop, and it would screw up your singleplayer game.
You know, I'm not sure that this is entirely impossible.
First of all the maps are not in a VPK, they are normal files in the maps folder. So it is possible to override them temporarily.
Second, when you use p2map_publish to upload a map to the workshop, it doesn't change the name. It just puts it into portal2/maps/workshop/<some_random_number>/.
I wonder, if you would make a map named "sp_a2_bts5" and put it into a subfolder of portal2/maps/, would the game still make this exception?
(The name of the BSP file is still "sp_a2_bts5.bsp", it's just in a different place.)
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from FelixGriffin on October 26, 2012, 9:56 pmI'm assuming it won't work based on my experience with the TwP contest map--I always had the portalgun on my computer, because of the sp_ prefix, but not on the workshop. So perhaps the folder name is included in the filename passed to the game?
I'm assuming it won't work based on my experience with the TwP contest map--I always had the portalgun on my computer, because of the sp_ prefix, but not on the workshop. So perhaps the folder name is included in the filename passed to the game?