Talk:Func portal detector

From Valve Developer Community
Revision as of 03:35, 2 July 2011 by Bailinbone15 (talk | contribs)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

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.

A portal pair is the connection between two portals. In Portal 2 Coop, each player has their own portal pair. --Bailinbone15 20:35, 1 July 2011 (PDT)

OnStartTouchBothLinkedPortals - Extra Fires

This output seems to be slightly broken. The output fires when both portals are placed individually, then a third time to indicate that all have been placed. OnEndTouch only fires once, so this should probably be mentioned as a bug. --Bailinbone15 20:35, 1 July 2011 (PDT)