![]() ![]() Switches have a ‘On Pressed’ and ‘On Unpressed’ output as well as a ‘Press In’ input. …\instances\portal_reloaded\button\switch\pr_switch_present.vmf SwitchesĬreate a new func_instance and name it ‘switch_present_1’. You can do that on map spawn or with a trigger_once when the player enters the chamber. IMPORTANT!For the time travel cube logic to work, you first need to call the ‘Trigger Cube Listener’ input once. Starts checking for cube movement and spawning the future cubeĪctivates checking for cube movement and spawning the future cubeĭeactivates checking for cube movement and spawning the future cube The present version of cube dispensers have the following inputs: InputĮnables automatic dispensing of a new cube when the old one is destroyed There is also a seperat instance if you want to use a laser redirection cube instead. …\instances\portal_reloaded\dropper\cube\pr_cube_dropper_normal_present.vmf ![]() Naming conventions are important here, so make sure to follow these instructions carefully. Then, create a new func_instance and name it ‘cube1’. Leave a 128×128 hole in your ceiling where you want your dispenser to be. Note, that you can only have one cube dispenser per chamber. For this to work properly, you have to mentally divide the worldspace into two sections. The game places a future cube, portal or time portal by inverting the x- and y-coordinates of the present object. This is where positioning becomes really important. Make sure to leave a 256×192 hole where you want your entry and exit to be. I’d recommend only using developer textures at this stage. Start with the present version of the chamber. Keep all the time travel mechanics in mind and get to mapping! Now it’s time to actually design your test chamber. This instance contains all the basic logic used in Portal Reloaded. …\sdk_content\maps\instances\portal_reloaded\global It should be located inside your Portal 2 directory under: Next, select the ‘main.vmf’ as the filepath. Create a func_instance and name it ‘main’. ![]()
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