Difference between revisions of "Talk:Linked portal door"

From Valve Developer Community
Jump to: navigation, search
(Variations of Linked_portal_doors??: new section)
Line 9: Line 9:
 
are there any entities like this in HL2:Ep2? i'm working on a Horror mod and something like this would be amazing to use. If there isn't is there any way i can implement some sort of feature like this?
 
are there any entities like this in HL2:Ep2? i'm working on a Horror mod and something like this would be amazing to use. If there isn't is there any way i can implement some sort of feature like this?
 
--[[User:Dillodude94|No Return Production]] 19:38, 29 March 2013 (PDT)
 
--[[User:Dillodude94|No Return Production]] 19:38, 29 March 2013 (PDT)
 +
 +
== Found a bug ==
 +
 +
So i was working with these quiet a bit lately and when a horizontal upwards facing door opened, it sucked in some objects, like prop_weighted_cube, through any kind of brush/brushentity. So if there was a wall, or func_movelinear or literally anything else in between the two, it would be ignored. Apparently, it has to do with coordinates, e.g linked door is in negative Z and the object is in positive Z. Just gotta move the problematic bit up or down a bit. Lost quiet a bit of time with it myself, so just a heads up. [[User:SunnyOst|SunnyOst]] ([[User talk:SunnyOst|talk]]) 13:38, 7 March 2017 (UTC)

Revision as of 13:38, 7 March 2017

Just cleaned up this page, let me know if theres something wrong. Forgot to change the summary in the edit form, so the reason was: Fixed borked bullet point stucture --YM_Industries

Inputs

It's implicated that there is an input to change what it links too.--Henke37 13:27, 3 May 2011 (UTC)

Variations of Linked_portal_doors??

are there any entities like this in HL2:Ep2? i'm working on a Horror mod and something like this would be amazing to use. If there isn't is there any way i can implement some sort of feature like this? --No Return Production 19:38, 29 March 2013 (PDT)

Found a bug

So i was working with these quiet a bit lately and when a horizontal upwards facing door opened, it sucked in some objects, like prop_weighted_cube, through any kind of brush/brushentity. So if there was a wall, or func_movelinear or literally anything else in between the two, it would be ignored. Apparently, it has to do with coordinates, e.g linked door is in negative Z and the object is in positive Z. Just gotta move the problematic bit up or down a bit. Lost quiet a bit of time with it myself, so just a heads up. SunnyOst (talk) 13:38, 7 March 2017 (UTC)