It is currently Fri May 31, 2024 7:53 am

destructo wrote:About getting ents to the position of placed portals, the most useful method i found was to cover walls in a single large portal detector & use the !activator targetname for spawning env_entity_maker templates, eg. OnStartTouchPortal1|YourEntityMakerName|ForceSpawnAtEntityOrigin|!activator.
The parenting method I've not tried, but it might involve the centre attachment point of the portal ("particles" iirc).
For npcs walking through portals, I think you need to either make them walk to a path point that's just behind the portal (inside the wall) or you can use a trigger_push to force them through (tested this). You can't have them emerge upside-down or sideways though unfortunately.
Btw all npcs can 'see' through portals, but lack the nav coding to follow you through them. But you can cheat this with ai_relationship & an npc_bullseye spawned at the portal's origin (so you make your npc hate the bullseye when they spot you etc). Rollermines are great npcs to be used in this way since they use Vphysics not Qphysics (no upvector problems & can go through portals freely).





Groxkiller585 wrote:WAIT A SEC!
What if you make a prop_portal entity, name it whatever, parent something to that, and have it's ID be 0?
Thereticlly then the portal would be moved by the gun as the ID is the same. so wouldn't the object move with it too?
EDIT: YAY! It worked!
All I did was make a prop_portal entity, then parented the railing to it. The result is the railing moves with the portal.
Fearlezz wrote:Yes lol thats how its done. You could just have waiting for me to tell you though :p





Plague wrote:Look no further then this site!



Plague wrote:I forget if it ever got stuck into the tuts page, if not go look in the forum area.



Plague wrote:http://www.interlopers.net/forum/viewtopic.php?f=11&t=26856



Plague wrote:To get things back on track!
Fearlezz, You mentioned you're issue with the tunnel not moving players inwards. Thus keeping them centered.
Could it be possible to add very light push's that are arranged into a circular tunnel only slightly larger then the particle effect? thus combined with you're current set up it should lightly keep objects contained in the field.

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