Talk:Func portal detector: Difference between revisions
Jump to navigation
Jump to search
Yar Kramer (talk | contribs) No edit summary |
Rodeoclown (talk | contribs) (Portal Pair ID - what does it do?) |
||
Line 4: | Line 4: | ||
::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.