Portal 2

Portal 2

Quantum Entanglement II
Omichron 17 Feb, 2016 @ 3:08am
How did you make that awesome mechanic?
I'd like to learn how to make extra mechanics like that.
P.S. It' awesome!
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Showing 1-5 of 5 comments
rendermouse  [developer] 3 Aug, 2016 @ 5:20pm 
I just noticed this question. The maps were built using Valve's Hammer. I won't give too much away, but searching for "Logic Measure Movement" might yield interesting results. :)
Eeaves 13 Apr, 2017 @ 8:37pm 
Could you tell me how you did this? im making a multi dimensional map and i want my cube to move in one world when it moves in the other.
anklejbiter 9 Apr, 2019 @ 10:03pm 
It would be interesting for time travel as well, where if you move a cube "now" it moves it "in the future". The only problem is if you can make the connection one-way, for example the orange box controls the blue box, but the blue box doesn't control the orange box.
rendermouse  [developer] 9 Dec, 2023 @ 10:41am 
it's been a while, but I figured I would answer this in a bit more detail, in case anyone wants to know. I used a Source engine entity called Logic Measure Movement to achieve this entanglement effect.
https://developer.valvesoftware.com/wiki/Logic_measure_movement

Per the documentation, "logic_measure_movement is a point entity available in all Source games. This entity measures the movement of an entity relative to another entity and then applies that movement to a third entity."

So you can put down any entity, such as a Point entity. Then use Logic Measure Movement to measure one cube's distance from that Point, and apply that movement to the second cube.

So why all the glass walls/floors? Because once Logic Measure Movement grabs onto the second cube, that second cube needs room to move, the same movement area as the source cube the player is holding. By restricting movement of the source cube held by the player, the movement of the target cube is restricted as well. This reinforces the concept that the cubes are entangled.

I put up invisible physics walls, which are filtered on the cubes. This allows the player to walk out of the restricted movement area, and the cube just drops. Per some bug reports, I should have also put in invisible ceilings, because people can throw the cube out of the restricted area. I have never been good at throwing cubes in the game.
Portal Cats 8 Aug, 2024 @ 11:04am 
Originally posted by anklejbiter:
It would be interesting for time travel as well, where if you move a cube "now" it moves it "in the future". The only problem is if you can make the connection one-way, for example the orange box controls the blue box, but the blue box doesn't control the orange box.

Are you the guy who made portal reloaded
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