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how would u maake a portal gun

Posted: Thu Nov 08, 2007 12:45 pm
by deathshot
how would u do this: http://www.youtube.com/watch?v=Wb7aDZeO_MQ

video explains all

Posted: Thu Nov 08, 2007 12:48 pm
by bcnipod
***you can

idk how...

Posted: Thu Nov 08, 2007 12:49 pm
by fritz_da_monkey

Posted: Thu Nov 08, 2007 12:49 pm
by Pepsi
pm someone named "conure". hes the only one i know who knows how.

or what fritz said... :wink:

Posted: Thu Nov 08, 2007 12:57 pm
by deathshot
how would i do that?

Posted: Thu Nov 08, 2007 1:13 pm
by Mo|)_M4n
Thats Half-Life, not Halo.

Plus, it's almost impossible to do.

Posted: Thu Nov 08, 2007 1:14 pm
by EchoRanger449
I thought I heard that mod wasn't released yet- and that he won't release the "how to" until he releases the mod.

By the way Mo|)_M4n, it has already been done -just no one can experiment it except those involved with the mod.

Posted: Thu Nov 08, 2007 1:21 pm
by Tyler777
my therory is you can do it in hex i just need the co-ordanates for the entry and exit of a teliporter then i can make a mod with it in it then all u gotta do is extraxt meta then inject into your map then it should work

Posted: Thu Nov 08, 2007 1:29 pm
by EchoRanger449
It is more complex than that. Your best bet is doing what pepsi suggested.

Posted: Thu Nov 08, 2007 1:43 pm
by Tyler777
dude its not complex at all <_< kirby made a script that changed the hex so that it made portal entries and exits <_<

Posted: Thu Nov 08, 2007 1:48 pm
by Altimit01
I don't really think what you're planning will work, but here's the offsets for one teleporter pair on stock full bloodgulch:

Teleporter Entrance:
0x883DB4

Teleporter Exit:
0x885F3C

148 bytes long.
Go ahead, impress me

Posted: Thu Nov 08, 2007 1:50 pm
by Tyler777
:shock: thanks alt now to narow it down to what makes it work like kirby did and then inpliment those hexes as projectiles

Posted: Thu Nov 08, 2007 1:54 pm
by bcnipod
/me copies and pastes into a text document before someone can have it removed

Posted: Thu Nov 08, 2007 2:08 pm
by Cryticfarm
I know how they did it with confirmation.
Should I explain?

Posted: Thu Nov 08, 2007 2:10 pm
by bcnipod
yes plea

Posted: Thu Nov 08, 2007 2:13 pm
by Tyler777
i am listining so plz tell...

Posted: Thu Nov 08, 2007 2:33 pm
by Cryticfarm
Ok, the PP doesn't actually shoot the teleporter but send the coordinates to the program. After then, you press say PgUp for a teleporter to spawn there. Then you shoot it again and it send the coordinates to the program again. Then you press say PgDown to spawn the exit. Done.

Posted: Thu Nov 08, 2007 2:35 pm
by Tyler777
mk well alt can u conjur up an app like that
?

Posted: Thu Nov 08, 2007 2:46 pm
by fritz_da_monkey
These might help.

http://hl.cursayer.com/Downloads/Memory5.html
http://hl.cursayer.com/Downloads/Memory8.html

I've been thinking about the portal mod for awhile and the only thing I can't figure out is how to find the hit location. I'm assuming that it finds the decals location and uses that, but I have no idea of how to find that.

Posted: Thu Nov 08, 2007 2:52 pm
by Cryticfarm
So, there would be a program that constantly checks for the PP decal. When it finds it, it send the co-ordinates to the program.