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Making Portal in 1942
Posted: Fri Oct 21, 2011 8:38 pm
by fo0k
heheh, sounds interesting huh?
I have no ideas yet but thought this could be a fun topic to see who can come up with a twisted technique of achieving anything remotely close to the principle of Portal but within 1942..
just for the lols.. expand your brains dudes heheh.
Re: Making Portal in 1942
Posted: Sat Oct 22, 2011 1:05 pm
by Swaffy
The only thing I can think of is setting the exit point of a PCO to a certain location. The player would enter that PCO, then exit, thus teleporting elsewhere.
You can create a "vehicle" called a Portal, and the player would walk inside it. They would press E to hop into the PCO, and would exit wherever the exit is set to.
(Wait ... are you talking about the game called Portal? Yeah, have fun with that.)
Re: Making Portal in 1942
Posted: Sun Oct 23, 2011 1:00 pm
by fo0k
yeah, maybe if you actually placed the pco on the ground.. then entered it.. then exited..
could make a weird 3d maze where you needed a portal device to get through it/past obstacles.. It would be important which direction you placed the device... and perhaps it could be sticky too to walls.
Re: Making Portal in 1942
Posted: Sun Oct 23, 2011 9:19 pm
by Swaffy
The "hold" command can always be used on the spawner, or just make the PCO static/immovable.
I remember playing that big airplane-oriented map on DesertCombat before (DC_NoFlyZone?), and seeing a machinegun turret randomly next to a radar bunker. I hopped in the turret, hopped out, and got transported halfway across the map.
If only there's a way to force soldiers to instantly leave the PCO after hopping in. Isn't there a networkingInfo glitch that does that?