diff --git a/code/game/objects/effects/map_effects/portal.dm b/code/game/objects/effects/map_effects/portal.dm index 21def95aec..cdc12bbea6 100644 --- a/code/game/objects/effects/map_effects/portal.dm +++ b/code/game/objects/effects/map_effects/portal.dm @@ -11,7 +11,13 @@ Portals do have some specific requirements when mapping them in; - Each side must face opposite directions, e.g. if side A faces SOUTH, side B must face NORTH. - Clarification on the above - you will be moved in the direction that the portal faces. If Side A faces south, you will be moved south. Dirs are 1/2/4/8, 1: NORTH, 2: SOUTH, 4: EAST, 8: WEST. +<<<<<<< HEAD - You must have 1 tile of 'buffer' space between turfs or you may see odd visual distortions. If things look weird, move your 'portals' back by one tile. +======= + To further explain: If your cave entrance is on the NORTH side of the map on ENTRY side, and SOUTH side on EXIT side: + You will need to set the ENTRY side's dir to 2, IE SOUTH, as that's the direction you will moving coming FROM the EXIT side. + IE: Directions should be set based on the direction of travel. +>>>>>>> 5ee2dc8... Merge pull request #7551 from Rykka-Stormheart/shep-dev-portals-documentation - Each side must have the same orientation, e.g. horizontal on both sides, or vertical on both sides. - Portals can be made to be longer than 1x1 with `/obj/effect/map_effect/portal/line`s, but both sides must have the same length.