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Bumbleball - "living" test element

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lpfreaky90 wrote:
portal30001 wrote:
How do I operate the button though?

1. Add the bumbleball dropper to your map
2. Give it a name (bbdropper)
3. Add a button; Give it OnPressed; bbdropper; "instance:Spawn;Trigger"

4. Add the bumbleball button.
5. Create a relay with the outputs that should be done when the button is pressed (bb_pressed_relay)
6. Do the same thing for bb_unpressed_relay.
7. Go to the bumbleball button again
8. Go to Replace, $OnPressedRelay and replace ??? with bb_pressed_relay
9. Replace $OnUnPressedRelay's ??? with bb_unpressed relay.

That should do it.

Thanks for the Help!

So, quite on accident I've believe I've discovered what the issue is with BumbleBalls - where the dropper seems to randomly fail to work. They have an AddOutput command to change the classname for easy filtering, which is a very neat feature. However, this makes save files break - when saving they're written in as a prop_bumbleball, then the game fails to recreate the entity while loading. That'd cause the dropper to lose its contents, jamming it.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

Anyone using this should remember to put autosaves in your map and disable quicksaving. Quciksaving bugs the bumbleball droppers.

Autosaving would break it as well, and disabling quicksaves is not a good idea.

VBSP failed: Could not open instance file instances/luke18033/signature.vmf
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