Portals on Moving Surfaces: Difference between revisions

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(Added clarification about moving portal momentum, and added additional info.)
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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.
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|Portals will display the opening animation a second time if the surface ever stops moving}}
{{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.}}
{{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|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]]
[[File:AB28E2FB3C0E21810A01FA3325AE6C53803B4473.jpeg|thumbnail|left|Portals casted upon a moving surface]]
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Revision as of 12:00, 12 April 2024

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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  [todo tested in ?]
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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