Update portal.dm

This commit is contained in:
Novacat
2020-08-28 12:50:18 -04:00
committed by GitHub
parent 96116057c0
commit 5c83c09e52
@@ -11,13 +11,9 @@ 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.
@@ -350,4 +346,4 @@ when portals are shortly lived, or when portals are made to be obvious with spec
/obj/effect/map_effect/portal/line/side_b
name = "portal line B"
icon_state = "portal_line_side_b"
icon_state = "portal_line_side_b"