Factum Solus - Portal Mod

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Re: Factum Solus - Portal Mod

Postby destructo on Wed Aug 18, 2010 10:08 am

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).
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Wed Aug 18, 2010 4:37 pm

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).


We already know about the func_Portaldetector but we're trying to get another method. Preferabably without detectors. Putting them on every available portalable space is tedious.

Problem is you still cannot parent it. You cannot parent things to attachments if they are not parented to the object itself first.

If you tried to put a chef hat on a vortigaunt only my using it's attachment it would fail because the engine doesn't know what model to use the attachment on. In fact it would think the attachment is the name of an object in the world. The result is the hat won't be on the vortigaunt's head, or even move.

So we are trying to find out what is the portal's codename is (I don't know what you call it exactly, but it's like "!activator in the sense it is not a name in hammer but the object itself.) so we can parent things to the portal. Then we can worry about attachments.
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Wed Aug 18, 2010 4:40 pm

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.
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Re: Factum Solus - Portal Mod

Postby Fearlezz on Wed Aug 18, 2010 5:42 pm

Yes lol thats how its done. You could just have waiting for me to tell you though :p
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Re: Factum Solus - Portal Mod

Postby Generalvivi on Wed Aug 18, 2010 7:21 pm

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.



very nice! love you guys :[]: :)
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Re: Factum Solus - Portal Mod

Postby Plague on Wed Aug 18, 2010 7:24 pm

Fearlezz wrote:Yes lol thats how its done. You could just have waiting for me to tell you though :p


Been waiting since you showed those vids XD....

But we are a smart bunch, Although i take no credit as I dont map in Portal much.
At least groxx remembered the prop_Portal, I completely forgot about it.
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Thu Aug 19, 2010 2:37 am

Now this could be used for alot of useful things, and it makes parenting effects through portals so much easier.

Fearlezz, I am an impatient person. (Plus I like to figure things out for myself)

I look forward to EP2. Only thing I haven't manged to master yet is the particle editor. I need to find a tutorial for it...
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Re: Factum Solus - Portal Mod

Postby Plague on Thu Aug 19, 2010 2:48 am

Look no further then this site!
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Thu Aug 19, 2010 2:53 am

Plague wrote:Look no further then this site!


Interlopers has a Particle Editor Tut?

*goes to look*
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Re: Factum Solus - Portal Mod

Postby Plague on Thu Aug 19, 2010 3:11 am

I forget if it ever got stuck into the tuts page, if not go look in the forum area.
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Thu Aug 19, 2010 4:04 am

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


Can you provide a link? I can't find it...
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Re: Factum Solus - Portal Mod

Postby Plague on Thu Aug 19, 2010 4:06 am

Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Thu Aug 19, 2010 2:24 pm

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


Thanks.

Fearlezz, sorry to have gone off topic a bit. :oops:
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Re: Factum Solus - Portal Mod

Postby Plague on Thu Aug 19, 2010 2:38 pm

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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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Thu Aug 19, 2010 2:45 pm

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.


I get what your saying, make an arch (360) and each bt of it be a trigger_push with all of them pushng inwards slightly.

A good value would be 100. The person can fight that current easily while objects would have a hard time escaping if dropped in.
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