Talk:Linked portal door: Difference between revisions
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Just cleaned up this page, let me know if theres something wrong. Forgot to change the summary in the edit form, so the reason was: Fixed borked bullet point stucture --YM_Industries | Just cleaned up this page, let me know if theres something wrong. Forgot to change the summary in the edit form, so the reason was: Fixed borked bullet point stucture --YM_Industries | ||
== Inputs == | |||
It's implicated that there is an input to change what it links too.--[[User:Henke37|Henke37]] 13:27, 3 May 2011 (UTC) | |||
== Variations of Linked_portal_doors?? == | |||
are there any entities like this in HL2:Ep2? i'm working on a Horror mod and something like this would be amazing to use. If there isn't is there any way i can implement some sort of feature like this? | |||
--[[User:Dillodude94|No Return Production]] 19:38, 29 March 2013 (PDT) | |||
== Found a bug == | |||
So i was working with these quiet a bit lately and when a horizontal upwards facing door opened, it sucked in some objects, like prop_weighted_cube, through any kind of brush/brushentity. So if there was a wall, or func_movelinear or literally anything else in between the two, it would be ignored. Apparently, it has to do with coordinates, e.g linked door is in negative Z and the object is in positive Z. Just gotta move the problematic bit up or down a bit. Lost quiet a bit of time with it myself, so just a heads up. [[User:SunnyOst|SunnyOst]] 13:37, 7 March 2017 (UTC) |
Latest revision as of 06:46, 7 March 2017
Just cleaned up this page, let me know if theres something wrong. Forgot to change the summary in the edit form, so the reason was: Fixed borked bullet point stucture --YM_Industries
Inputs
It's implicated that there is an input to change what it links too.--Henke37 13:27, 3 May 2011 (UTC)
Variations of Linked_portal_doors??
are there any entities like this in HL2:Ep2? i'm working on a Horror mod and something like this would be amazing to use. If there isn't is there any way i can implement some sort of feature like this? --No Return Production 19:38, 29 March 2013 (PDT)
Found a bug
So i was working with these quiet a bit lately and when a horizontal upwards facing door opened, it sucked in some objects, like prop_weighted_cube, through any kind of brush/brushentity. So if there was a wall, or func_movelinear or literally anything else in between the two, it would be ignored. Apparently, it has to do with coordinates, e.g linked door is in negative Z and the object is in positive Z. Just gotta move the problematic bit up or down a bit. Lost quiet a bit of time with it myself, so just a heads up. SunnyOst 13:37, 7 March 2017 (UTC)