Arrival and Departure Elevators
Quote from portal2companioncube on February 18, 2012, 6:16 pmI put an arrival elevator in my map and the player didn't spawn in it at the beginning of the map. I didn't see an info_player_start in the elevator, either. Do you have to put that in manually, or what?
Thanks!
I put an arrival elevator in my map and the player didn't spawn in it at the beginning of the map. I didn't see an info_player_start in the elevator, either. Do you have to put that in manually, or what?
Thanks!
Quote from CamBen on February 18, 2012, 6:18 pmYes. You have to put it in manually.
Yes. You have to put it in manually.
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Quote from FourthReaper on February 18, 2012, 6:30 pmCamBen wrote:Yes. You have to put it in manually.Uhmm, no? I'm gonna' go with no.
I have been stuffing the basic instances in every map automatically so I'm not sure if this alone covers it, but I believe that for an elevator to work you need the instance "transitions/arrival_departure_transition_ents.vmf". Don't put in an info_player_start manually.
CamBen you trollin' or am I missing something?
Uhmm, no? I'm gonna' go with no.
I have been stuffing the basic instances in every map automatically so I'm not sure if this alone covers it, but I believe that for an elevator to work you need the instance "transitions/arrival_departure_transition_ents.vmf". Don't put in an info_player_start manually.
CamBen you trollin' or am I missing something? ![]()
Quote from MasterLagger on February 18, 2012, 6:42 pmActually, you can put one in manually, but it would be better if you used "transitions/arrival_departure_transition_ents.vmf" transition that FourthReaper mentioned.
Actually, you can put one in manually, but it would be better if you used "transitions/arrival_departure_transition_ents.vmf" transition that FourthReaper mentioned.
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Quote from CamBen on February 18, 2012, 9:01 pmFourthReaper wrote:CamBen wrote:Yes. You have to put it in manually.Uhmm, no? I'm gonna' go with no.
I have been stuffing the basic instances in every map automatically so I'm not sure if this alone covers it, but I believe that for an elevator to work you need the instance "transitions/arrival_departure_transition_ents.vmf". Don't put in an info_player_start manually.
CamBen you trollin' or am I missing something?
oops. I was thinking that they meant they were going to make one without instances. <eye rolling smilie>
Uhmm, no? I'm gonna' go with no.
I have been stuffing the basic instances in every map automatically so I'm not sure if this alone covers it, but I believe that for an elevator to work you need the instance "transitions/arrival_departure_transition_ents.vmf". Don't put in an info_player_start manually.
CamBen you trollin' or am I missing something? ![]()
oops. I was thinking that they meant they were going to make one without instances. <eye rolling smilie>
Aperture Science: We do our science asbestos we can!
Quote from ChickenMobile on February 19, 2012, 12:42 amYou will need to put in a spawn manually if you do not use any scripts, however the player should teleport automatically to the lift if the correct scripts are placed in (like FouthReaper said)
You will need to put in a spawn manually if you do not use any scripts, however the player should teleport automatically to the lift if the correct scripts are placed in (like FouthReaper said)
Quote from HMW on February 19, 2012, 4:19 pmYou should not place a player start directly inside the elevator. This creates a highly unpredictable bug that programmers call a "race condition".
There is a trigger_once in the elevator that starts it up when the player is teleported in. The problem is that this trigger_once may activate before all of the other things in the map have fully loaded and initialised themselves. Depending on the size of your map, the order in which the entities load and the timing of the loading versus the triggering event, it may work just fine, or it may suddenly and randomly fail.
Normally the arrival/departure instance handles the player spawning, but if you don't want to use that, simply place your spawn point, along with the desired type of portal gun, in an empty room and let a logic_auto activate the entity named "@arrival_teleport".
A logic_auto does ensure that everything has loaded before activating, thus avoiding the race condition.(* Replace "@arrival_teleport" for "@test_dome_lift_entry_teleport" if you're using the 50's style elevator.)
You should not place a player start directly inside the elevator. This creates a highly unpredictable bug that programmers call a "race condition".
There is a trigger_once in the elevator that starts it up when the player is teleported in. The problem is that this trigger_once may activate before all of the other things in the map have fully loaded and initialised themselves. Depending on the size of your map, the order in which the entities load and the timing of the loading versus the triggering event, it may work just fine, or it may suddenly and randomly fail.
Normally the arrival/departure instance handles the player spawning, but if you don't want to use that, simply place your spawn point, along with the desired type of portal gun, in an empty room and let a logic_auto activate the entity named "@arrival_teleport".
A logic_auto does ensure that everything has loaded before activating, thus avoiding the race condition.
(* Replace "@arrival_teleport" for "@test_dome_lift_entry_teleport" if you're using the 50's style elevator.)
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from portal2companioncube on February 19, 2012, 9:08 pmSo, I put "arrival_elevator_a4_logic" in "arrival_elevator_a4_base" right where it should be. Will that work?
So, I put "arrival_elevator_a4_logic" in "arrival_elevator_a4_base" right where it should be. Will that work?
Quote from Spam Nugget on February 19, 2012, 9:28 pmHMW wrote:You should not place a player start directly inside the elevator. This creates a highly unpredictable bug that programmers call a "race condition".There is a trigger_once in the elevator that starts it up when the player is teleported in. The problem is that this trigger_once may activate before all of the other things in the map have fully loaded and initialised themselves. Depending on the size of your map, the order in which the entities load and the timing of the loading versus the triggering event, it may work just fine, or it may suddenly and randomly fail.
Normally the arrival/departure instance handles the player spawning, but if you don't want to use that, simply place your spawn point, along with the desired type of portal gun, in an empty room and let a logic_auto activate the entity named "@arrival_teleport".
A logic_auto does ensure that everything has loaded before activating, thus avoiding the race condition.(* Replace "@arrival_teleport" for "@test_dome_lift_entry_teleport" if you're using the 50's style elevator.)
Thanks for that, you may have just helped me out there! This probably explains why my custom elevator instances ive been using have had bugs, i was sapwning the player inside the elevator.
There is a trigger_once in the elevator that starts it up when the player is teleported in. The problem is that this trigger_once may activate before all of the other things in the map have fully loaded and initialised themselves. Depending on the size of your map, the order in which the entities load and the timing of the loading versus the triggering event, it may work just fine, or it may suddenly and randomly fail.
Normally the arrival/departure instance handles the player spawning, but if you don't want to use that, simply place your spawn point, along with the desired type of portal gun, in an empty room and let a logic_auto activate the entity named "@arrival_teleport".
A logic_auto does ensure that everything has loaded before activating, thus avoiding the race condition.
(* Replace "@arrival_teleport" for "@test_dome_lift_entry_teleport" if you're using the 50's style elevator.)
Thanks for that, you may have just helped me out there! This probably explains why my custom elevator instances ive been using have had bugs, i was sapwning the player inside the elevator.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from HMW on February 21, 2012, 3:27 pmportal2companioncube wrote:So, I put "arrival_elevator_a4_logic" in "arrival_elevator_a4_base" right where it should be. Will that work?Yes, you need both of those, in the correct position relative to each other.
In addition, you have to either:
* place the instance "transitions/arrival_departure_transition_ents.vmf" (that FourthReaper mentioned) in your map, which has a player start in it and will take care of everything automatically
-or-
* make an empty room with a player start, a correctly configured portal gun and a trigger_auto that activates "@arrival_teleport".
Side note: I've hacked together my own version of the arrival_departure_transition_ents instance, which allows you to set the type of portal gun, title text and ending text / next map to load, all without extra entities or scripting. Should I upload that here? (I'm asking because I remember seeing a few modded versions in the DLDB already, which would make my upload redundant.)
Yes, you need both of those, in the correct position relative to each other.
In addition, you have to either:
* place the instance "transitions/arrival_departure_transition_ents.vmf" (that FourthReaper mentioned) in your map, which has a player start in it and will take care of everything automatically
-or-
* make an empty room with a player start, a correctly configured portal gun and a trigger_auto that activates "@arrival_teleport".
Side note: I've hacked together my own version of the arrival_departure_transition_ents instance, which allows you to set the type of portal gun, title text and ending text / next map to load, all without extra entities or scripting. Should I upload that here? (I'm asking because I remember seeing a few modded versions in the DLDB already, which would make my upload redundant.)
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic






