Portals on Moving Surfaces: Difference between revisions

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m (moved Allowing portals on moving surfaces to Portals on Moving Surfaces: Article is about more than just allowing moving portals.)
m (Setting bug notice hidetested=1 param on page where the bug might not need tested in param specified)
 
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In order to allow portals to remain on moving surfaces, set the "sv_allow_mobile_portals" ('''Doesn't work in original Portal''') console variable to 1. Use a [[point_servercommand]] to do this. Be sure to set it back to zero when you no longer need portals to remain on moving surfaces.
{{warning|Neither the player nor physics objects are ever expected to go through moving portals; thus, moving portal interactions tend to be very buggy and can completely break physics/momentum if you are not careful. Do not include moving portals in your map unless you are sure the player can never go near a moving portal.}}
{{bug|hidetested=1|Portals will display the opening animation a second time if the surface ever stops moving}}
{{note|Placing 2 portals which will collide upon at least one of them moving, if you stand right between them just right, upon the portals' collision, you will be teleported into the void freefalling forever in darkness. As of yet, nobody knows at what point in the void you are transported to or how this is determined.}}
{{note|Moving portals are used once during the campaign, in the level Neurotoxin Sabotage (sp_a2_bts5).}}
[[File:AB28E2FB3C0E21810A01FA3325AE6C53803B4473.jpeg|thumbnail|left|Portals casted upon a moving surface]]
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In order to allow portals to remain on moving surfaces set the "sv_allow_mobile_portals" console variable to 1. Use a [[point_servercommand]] to do this. Be sure to set it back to zero when you no longer need portals to remain on moving surfaces.
{{bug|Portals will display the opening animation a second time if the surface ever stops moving}}
{{note|Portals on moving surfaces behave differently than static portals. They calculate physics much more loosely and can fling passing objects around at strange speeds and angles.}}
[[Category:Portal 2 Tutorials]]
[[Category:Portal 2 Tutorials]]

Latest revision as of 07:15, 20 May 2025

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In order to allow portals to remain on moving surfaces, set the "sv_allow_mobile_portals" (Doesn't work in original Portal) console variable to 1. Use a point_servercommand to do this. Be sure to set it back to zero when you no longer need portals to remain on moving surfaces.

Warning.pngWarning:Neither the player nor physics objects are ever expected to go through moving portals; thus, moving portal interactions tend to be very buggy and can completely break physics/momentum if you are not careful. Do not include moving portals in your map unless you are sure the player can never go near a moving portal.
Icon-Bug.pngBug:Portals will display the opening animation a second time if the surface ever stops moving
Note.pngNote:Placing 2 portals which will collide upon at least one of them moving, if you stand right between them just right, upon the portals' collision, you will be teleported into the void freefalling forever in darkness. As of yet, nobody knows at what point in the void you are transported to or how this is determined.
Note.pngNote:Moving portals are used once during the campaign, in the level Neurotoxin Sabotage (sp_a2_bts5).
Portals casted upon a moving surface

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