and suddenly....PORTAL GUNS
Quote from Fracture on August 11, 2012, 4:11 amI have been tweaking with my map The Boxed Arm for a long time and only just recently, for no apparent reason i am now spawning with the portal gun, i wanted to get the gun later in the first room. I had not changed a single thing that would cause me to acquire the gun at spawn. what keeps doing this?
I have been tweaking with my map The Boxed Arm for a long time and only just recently, for no apparent reason i am now spawning with the portal gun, i wanted to get the gun later in the first room. I had not changed a single thing that would cause me to acquire the gun at spawn. what keeps doing this?
Quote from Villethemina on August 11, 2012, 5:26 amDo you have a PTI created instance called "entity.instances/p2editor/arrival_departure_transition_ents.vmf" in your map?
Edit: I had the same problem until I removed that instance from the map so make sure you don't have one in yours. It might be in/near an elevator instance if they are created in PTI.
Do you have a PTI created instance called "entity.instances/p2editor/arrival_departure_transition_ents.vmf" in your map?
Edit: I had the same problem until I removed that instance from the map so make sure you don't have one in yours. It might be in/near an elevator instance if they are created in PTI.
Quote from Alexander Bell on August 11, 2012, 10:22 amDoes the map's name have sp in it? if it does, get rid of sp.
Does the map's name have sp in it? if it does, get rid of sp.
Quote from soptipp1 on August 11, 2012, 2:10 pmYou said in another thread that you didn't have sp in the name. If you are using an elevator, you will spawn with the gun anyway because your map isn't in the "sp_transition_list.nut" script. The easiest way to fix it would be using a trigger_weapon_strip with "kill weapons" set to "yes". Put the trigger somewhere in the elevator. I'm not entirely sure where the best spot is but you can experiment with the size and position of the trigger until it works.
EDIT: I tested this myself and found that a trigger that covered the elevator shaft worked for the minimum height 128 units from the bottom.
elev.png
You said in another thread that you didn't have sp in the name. If you are using an elevator, you will spawn with the gun anyway because your map isn't in the "sp_transition_list.nut" script. The easiest way to fix it would be using a trigger_weapon_strip with "kill weapons" set to "yes". Put the trigger somewhere in the elevator. I'm not entirely sure where the best spot is but you can experiment with the size and position of the trigger until it works.
EDIT: I tested this myself and found that a trigger that covered the elevator shaft worked for the minimum height 128 units from the bottom.
Quote from Fracture on August 11, 2012, 3:31 pmWTF? Why would my elevator shaft be doing that? This is a problem to me as I don't start the map in the elevator, I have a wakeup scene elsewhere in the map. I tried placing the weapon strip there, but it still shows the gun for a brief second. I may have to remove the elevator entirely.
WTF? Why would my elevator shaft be doing that? This is a problem to me as I don't start the map in the elevator, I have a wakeup scene elsewhere in the map. I tried placing the weapon strip there, but it still shows the gun for a brief second. I may have to remove the elevator entirely.
Quote from soptipp1 on August 11, 2012, 3:51 pmWhy do you have an elevator without using it? And how do you get to the wakeup scene? If you're using a master info_player_start, then something is really wrong since the portal gun behaviour is triggered through the arrival_departure_transition_ents instance.
Why do you have an elevator without using it? And how do you get to the wakeup scene? If you're using a master info_player_start, then something is really wrong since the portal gun behaviour is triggered through the arrival_departure_transition_ents instance.
Quote from soptipp1 on August 11, 2012, 3:57 pmBtw, if you still want the elevator in your map you could use an env_fade to fade in the wakeup scene. That way the portalgun won't be seen.
Btw, if you still want the elevator in your map you could use an env_fade to fade in the wakeup scene. That way the portalgun won't be seen.
Quote from Alexander Bell on August 11, 2012, 4:11 pmSop beat me to it. why the hell do you have an elevator if you're using a wake up scene? Couldn't you just put a master info_player_start in a trigger to trigger whatever the hell you have to trigger for a wake up scene and get rid of the elevator?
Sop beat me to it. why the hell do you have an elevator if you're using a wake up scene? Couldn't you just put a master info_player_start in a trigger to trigger whatever the hell you have to trigger for a wake up scene and get rid of the elevator?
Quote from Fracture on August 12, 2012, 12:58 amthe wakeup scene was something one of the admins referred me to on the download page. I forget what the actual file name was. I think it's the same kind for the storyline of the game. I managed to delay the effect and use a weapon strip in a blackened room that teleports me to the area where i awaken.
As for the elevator, It was supposed to be the departure elevator. I guess i should have mentioned that. I set up the elevator to crash before entering it and the player would have to backtrack to find a differant way out and actually finding a new departure elevator past a ratman den... So I guess I was using the wrong instance then. I wish there was a way to read the exact properties that are not dictated clearly by this program
the wakeup scene was something one of the admins referred me to on the download page. I forget what the actual file name was. I think it's the same kind for the storyline of the game. I managed to delay the effect and use a weapon strip in a blackened room that teleports me to the area where i awaken.
As for the elevator, It was supposed to be the departure elevator. I guess i should have mentioned that. I set up the elevator to crash before entering it and the player would have to backtrack to find a differant way out and actually finding a new departure elevator past a ratman den... So I guess I was using the wrong instance then. I wish there was a way to read the exact properties that are not dictated clearly by this program