Author Topic: Portal Guns "setAsPortalLink" output event.  (Read 877 times)

Alright, so I wanted to make a crappy portaly thing, kinda like stargate, but not quite.
Such as, having two bricks spawn portals, and link them together.
so to do this, I have two named bricks in front of me. shoop da whoop.
I click one, it spawnProjectile s a blue and orange portal at two place. whoo hoo.
They don't link.
Hao2getportalsfiredfrom2diffr entbricks2link?

You'd think I ask tough questions or something.


Where's Regulith or Space Guy when you need em?


You can't link two separate bricks together, that event is for linking a player's Blue portal to a brick's orange one. Try doing clever things with Raycasting, then portals from the same brick will be linked.

Basically all I want is teleporters, but with your portals.

You could have one brick spawn an orange and a blue portal projectile at high speed to hit the walls you want them to teleport between.


Thats the one problem.
The places (namely, bedroom main floor, and the cellar thing underneath the bedroom) I want to reach are separated by a wall.
Can't shoot through walls, or can I?
No, Setplayertransform isn't what I want, It doesn't transfermotion and stuff like the portals do.

Oh, but it can transfer motion.
Example:
onActivate->[NAMED BRICK]->setPlayerTransform->[Player](right here there's a little checkbox. Check it. The event is now transferring motion.)

Yes, But say I make a 1X12X5 brick. I have it, and another, the target, at a 90 degree angle to it. Does it transfer position?

Wrong question. Lemme bemore specific, It doesn't transfer motion and position like spaceguys portals do.

WAIT! I HAS IDEA!
What if, I made a brick, it fired a orange portal, and  setAsPortalLinked it to the players portal gun. The player then fires a BLUE portal onto a brick, and viola, link!

WAIT! I HAS IDEA!
What if, I made a brick, it fired a orange portal, and  setAsPortalLinked it to the players portal gun. The player then fires a BLUE portal onto a brick, and viola, link!
Fail.


If you use Rotondo's updated setPlayerTransform, it can save both your velocity and position relative to the brick you activated it on. If you make some kind of "elevator" room with a 16x16F base, you can have it teleport you to that position in an identical room for a seamless teleport.

Alternately, you could fire non-linked Portals at the two walls from different bricks and then have events on both to teleport you to a brick near the other one facing outwards (e.g. one North, one South), then use setVelocity to fire you outwards.