Portals on moving surfaces
Quote from HMW on October 27, 2012, 6:36 amhmm... You're probably right.
When the developer console is active, the map name is displayed in the top-right corner of the screen, including any subfolders within "maps". If this is what the game checks, then that workaround will not work.
Another option is enabling cheats via a point_servercommand. I'm doing that briefly for the room healing animation in "a beam too far", because it needs moving world portals.
However, that only takes a few seconds, and I turn cheats back off afterwards. Enabling cheats for the entire duration of the map may be a problem, since players can quit halfway and be left with cheats on until they close the game.
hmm... You're probably right.
When the developer console is active, the map name is displayed in the top-right corner of the screen, including any subfolders within "maps". If this is what the game checks, then that workaround will not work.
Another option is enabling cheats via a point_servercommand. I'm doing that briefly for the room healing animation in "a beam too far", because it needs moving world portals.
However, that only takes a few seconds, and I turn cheats back off afterwards. Enabling cheats for the entire duration of the map may be a problem, since players can quit halfway and be left with cheats on until they close the game.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from portal2tenacious on October 27, 2012, 8:35 amDon't commands that require sv_cheats remain activated after you turn it off? I remember turning off cheats with noclip on and still flying around.
Don't commands that require sv_cheats remain activated after you turn it off? I remember turning off cheats with noclip on and still flying around.

Quote from ChickenMobile on October 27, 2012, 9:53 amCheats enabled can disable the player being able to get achievements - other than that, keeping cheats on shouldn't be a huge deal.
Cheats enabled can disable the player being able to get achievements - other than that, keeping cheats on shouldn't be a huge deal.

Quote from BenVlodgi on October 27, 2012, 7:32 pmportal2tenacious wrote:Don't commands that require sv_cheats remain activated after you turn it off? I remember turning off cheats with noclip on and still flying around.once you turn on cheats you can not get achievements for the rest of the session. new sessions do not begin even if you use the map command, they do however begin when the PTI changes levels
once you turn on cheats you can not get achievements for the rest of the session. new sessions do not begin even if you use the map command, they do however begin when the PTI changes levels
Quote from portal2tenacious on October 27, 2012, 8:50 pmI meant: when I turn on cheats, type in noclip, and turn cheats off, noclip stays on. I was asking if it works with the mobile portals command. I'm fairly sure it does though.
I meant: when I turn on cheats, type in noclip, and turn cheats off, noclip stays on. I was asking if it works with the mobile portals command. I'm fairly sure it does though.

Quote from BenVlodgi on October 28, 2012, 12:05 pmportal2tenacious wrote:I meant: when I turn on cheats, type in noclip, and turn cheats off, noclip stays on. I was asking if it works with the mobile portals command. I'm fairly sure it does though.it does, it requires cheats to be activated to change the state of a cheat command.
you should do this on the map startup
sv_cheats 1
*allow mobile portals*
sv_cheats 0but then, before the map ends you should make sure to disable the moving portals
it does, it requires cheats to be activated to change the state of a cheat command.
you should do this on the map startup
sv_cheats 1
*allow mobile portals*
sv_cheats 0
but then, before the map ends you should make sure to disable the moving portals
Quote from tacoguy7765093 on November 12, 2012, 11:03 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?while your on hammer, click the map bar and click map properties
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while your on hammer, click the map bar and click map properties
Quote from FelixGriffin on November 12, 2012, 12:21 pmWhat? This is an old thread, and that doesn't pertain to it in the slightest.
What? This is an old thread, and that doesn't pertain to it in the slightest.
Quote from Brainstone on November 12, 2012, 3:26 pmWikipedia wrote:The Oxford English Dictionary defines "random" as "Having no definite aim or purpose; not sent or guided in a particular direction; made, done, occurring, etc., without method or conscious choice; haphazard." This concept of randomness suggests a non-order or non-coherence in a sequence of symbols or steps, such that there is no intelligible pattern or combination.

Quote from BenVlodgi on November 12, 2012, 7:03 pmtacoguy7765093 wrote:portal2tenacious 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?while your on hammer, click the map bar and click map properties
![]()
you're*
and your first post was out of place
while your on hammer, click the map bar and click map properties
you're*
and your first post was out of place