Talk:Func portal detector: Difference between revisions

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::No; in the main game itself, the only detection done was detection of a successful portal, such as with the [[Creating a security camera|cameras]]. —[[User:Yar Kramer|Yar Kramer]] 16:27, 2 Jan 2008 (PST)
::No; in the main game itself, the only detection done was detection of a successful portal, such as with the [[Creating a security camera|cameras]]. —[[User:Yar Kramer|Yar Kramer]] 16:27, 2 Jan 2008 (PST)
== Portal Pair ID - what does it do? ==
I have a key 'Portal pair ID that it detects' in hammer, when I create a func_portal_detector.
Does any one know what it does?
It's not listed on the article page.

Revision as of 14:19, 9 April 2008

Is it possible to detect when a portal has been fired at a particular surface, but fails to make a portal, i.e. because it's too small, or has a "no portals" material? If not, is there any kind of generic "you clicked on this" or "this got shot at" function that would work approximately just as well? Or would I have to make my own, or resort to allowing it to make a portal and then immediately closing it? —Yar Kramer 09:43, 1 Jan 2008 (PST)

Do you remember if that occurred anywhere in Portal? If so, we could look into it. --wisemx 10:12, 1 Jan 2008 (PST)
No; in the main game itself, the only detection done was detection of a successful portal, such as with the cameras. —Yar Kramer 16:27, 2 Jan 2008 (PST)

Portal Pair ID - what does it do?

I have a key 'Portal pair ID that it detects' in hammer, when I create a func_portal_detector. Does any one know what it does?

It's not listed on the article page.