Factum Solus - Portal Mod

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Re: Factum Solus - Portal Mod

Postby Plague on Tue Aug 17, 2010 12:25 pm

Fearlezz wrote:trigger_vphysic_motion and trigger_push.
Alot of experimenting with values on the vphysic_motion to get it working as good as possible D:
I would use trigger_gravity instead, but it doesnt work correctly in Portal.


So it does actually go into and exit out of the portals? Amazing, you've made a system similar to Valve's!
I figured it would be making the ent move to the position of the blue portal (thus why it required a static portal.).
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Re: Factum Solus - Portal Mod

Postby Generalvivi on Tue Aug 17, 2010 2:52 pm

Fearlezz wrote:trigger_vphysic_motion and trigger_push.
Alot of experimenting with values on the vphysic_motion to get it working as good as possible D:
I would use trigger_gravity instead, but it doesnt work correctly in Portal.


i guess my big question isn't how you push the player but more of how you got it to show up wherever the you placed the blue portal, is there an entity that will allow you to attach things to portals?
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Re: Factum Solus - Portal Mod

Postby Plague on Tue Aug 17, 2010 3:24 pm

Generalvivi wrote:
Fearlezz wrote:trigger_vphysic_motion and trigger_push.
Alot of experimenting with values on the vphysic_motion to get it working as good as possible D:
I would use trigger_gravity instead, but it doesnt work correctly in Portal.


i guess my big question isn't how you push the player but more of how you got it to show up wherever the you placed the blue portal, is there an entity that will allow you to attach things to portals?



This please, I would like to know if its truly physics related or just a second stream coming out of the portal to simulate it going through.
Contact. The EU welcomes the pain free. That's emotional impact.
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Tue Aug 17, 2010 3:50 pm

Plague wrote:
Generalvivi wrote:
Fearlezz wrote:trigger_vphysic_motion and trigger_push.
Alot of experimenting with values on the vphysic_motion to get it working as good as possible D:
I would use trigger_gravity instead, but it doesnt work correctly in Portal.


i guess my big question isn't how you push the player but more of how you got it to show up wherever the you placed the blue portal, is there an entity that will allow you to attach things to portals?



This please, I would like to know if its truly physics related or just a second stream coming out of the portal to simulate it going through.


Me too, I know how to set it up to be parented to a portal (or at least that it can be done) or using func_portaldetector, but if there's a way to make it go through the portal it'd be alot easier to set up.
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Re: Factum Solus - Portal Mod

Postby Generalvivi on Tue Aug 17, 2010 4:23 pm

i would just hope that the way he's doing it isn't placing a bunch of portal detectors with trigger volumes on every grid.
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Tue Aug 17, 2010 4:27 pm

Generalvivi wrote:i would just hope that the way he's doing it isn't placing a bunch of portal detectors with trigger volumes on every grid.



Ouch, that'd be alot of entities...

EDIT: What happened to my edit? My post before this's edit was deleted... :?
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Re: Factum Solus - Portal Mod

Postby Fearlezz on Tue Aug 17, 2010 6:03 pm

Yeah placing portal detectors was out of the question.
But the real secret is really to parent the necessary entities to the blue portal. After that, wherever you place the blue portal, the entities will be there too.

This is a pretty simple setup but you can complicate it ALOT more if you want it working with both portals. But I didnt want to go that far.
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Re: Factum Solus - Portal Mod

Postby Plague on Tue Aug 17, 2010 6:12 pm

Are you keeping from letting the secret go?
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Tue Aug 17, 2010 6:33 pm

Fearlezz wrote:Yeah placing portal detectors was out of the question.
But the real secret is really to parent the necessary entities to the blue portal. After that, wherever you place the blue portal, the entities will be there too.

This is a pretty simple setup but you can complicate it ALOT more if you want it working with both portals. But I didnt want to go that far.


This will probably fall on deaf ears as this is used in your mod but, HOW do you parent things to the blue portal?

"!portal1"?

Or is it coding related? Was it done in Hammer at least?

Also, how would you get it so the entities don't actviate every time the portal is placed, only when both portals fit criteria? A func_portaldetector for the stationary one?

As for the funnel there's another issue, how would you be able to extend the triggers if the area is went up was huge?
I dought you made giant triggers and then set it up an a template for a spawner, they'd have to be huge or in some places it could fall short.
Last edited by Groxkiller585 on Tue Aug 17, 2010 6:40 pm, edited 1 time in total.
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Re: Factum Solus - Portal Mod

Postby Plague on Tue Aug 17, 2010 6:39 pm

He said he has not been coding much, but that sounds reasonable.
The Portals have ID's and generally you should only be using Portal ID 0(?)

So maybe something like "!Portal0_1" and "!Portal0_2" 1 and 2 being blue and orange.
But I would think it would be a pain to get thing to parent to such a dynamic entity.


Its not like we'll steal the credit XD.
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Tue Aug 17, 2010 6:41 pm

Plague wrote:He said he has not been coding much, but that sounds reasonable.
The Portals have ID's and generally you should only be using Portal ID 0(?)

So maybe something like "!Portal0_1" and "!Portal0_2" 1 and 2 being blue and orange.
But I would think it would be a pain to get thing to parent to such a dynamic entity.


Its not like we'll steal the credit XD.



Ima go test out some of these, see if any get a result. And yeah I don't steal credit, there's no point really. All I care about is if I can use it and if it works so giving credit is fine by me.
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Re: Factum Solus - Portal Mod

Postby Plague on Tue Aug 17, 2010 6:52 pm

Ahh! According to the VDC, you give an output to the portal gun ent.
"FirePortal1"
Which means you might have had it right with "!Portal1".
You just have it attach to "!Portal2" and give the player the Half-Portal Gun.
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Re: Factum Solus - Portal Mod

Postby Major Banter on Tue Aug 17, 2010 7:33 pm

Right, I can play this later and give it either a video review or a written one.

Your call.

Until I get an answer, I'll be playing Gamma.
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Tue Aug 17, 2010 8:03 pm

"!portal1" came up as invalid. maybe it's case sensitive...


"!Portal1" also failed. Oh well, worth a shot.
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Re: Factum Solus - Portal Mod

Postby jgoodroad on Tue Aug 17, 2010 11:33 pm

I would like it If you made a video review banter, they are always useful.
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