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Old 07-05-2006, 11:19 PM   #30
Delta

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Re: The Portal Wrench!
The math should be correct. origin + temp *70 is used to calculate the position for being slightly in front of the camera, so it can place the portal. The commented code is old code from Sars's original code, when portal placement worked differently. The commented lines aren't needed obviously, but I just keep them there for reference or whatever purpose.

I'm pretty sure the origin (position) is being set correctly, because you can see the portals. Any height problem comes from how you're placing them in-game, because even when standing, the portal will take on the fact that you may be (even slightly) looking up or down. Perhaps it can be fixed if X-axis rotation of the portal is only set if the player is jumping. But will that take into account different gravity zones/wallwalks?

As for the banking/rolling problem, I think it's just how it calculates the values for entity.setAngles() in the alt-fire subroutine. But I can't see what the problem is exactly.

Your idea of using the portal ball thing sounds nice. I just need to know the name of that entity and what spawn arguments it takes. I'm not exactly sure how to find out without an SDK or something.

Your other idea of making the previously made portal link to the new portal on subsequent alt-fires also sounds nice, but how will the user destroy those portals if they want to?

And Ghostspectrum, I've no clue if the 360 version is moddable. :P I don't even have a 360. But thanks for the compliment.
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