From 96116057c03affd3c85c36397cfc8567af65fbe0 Mon Sep 17 00:00:00 2001 From: Atermonera Date: Thu, 27 Aug 2020 16:46:01 -0700 Subject: [PATCH 1/2] Improves Portal Documentation for New Mappers unfamiliar with DIR --- code/game/objects/effects/map_effects/portal.dm | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/code/game/objects/effects/map_effects/portal.dm b/code/game/objects/effects/map_effects/portal.dm index 21def95aec3..cdc12bbea62 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. From 5c83c09e52b84cd2b615d43714f4aa4abccaa396 Mon Sep 17 00:00:00 2001 From: Novacat <35587478+Novacat@users.noreply.github.com> Date: Fri, 28 Aug 2020 12:50:18 -0400 Subject: [PATCH 2/2] Update portal.dm --- code/game/objects/effects/map_effects/portal.dm | 6 +----- 1 file changed, 1 insertion(+), 5 deletions(-) diff --git a/code/game/objects/effects/map_effects/portal.dm b/code/game/objects/effects/map_effects/portal.dm index cdc12bbea62..6eda8b6c726 100644 --- a/code/game/objects/effects/map_effects/portal.dm +++ b/code/game/objects/effects/map_effects/portal.dm @@ -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" \ No newline at end of file + icon_state = "portal_line_side_b"