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Global interaction (for achievements)
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ChickenMobile@chickenmobile
2,453 Posts
#11 · October 10, 2012, 8:42 pm
Quote from ChickenMobile on October 10, 2012, 8:42 pmhttp://twhl.info/articulator.php?art=60
I'm gonna try it out. Lets see if Portal 2 will let me.
EDIT: -- Ooooooo... Global entity naming be awesome
Notes on Global Naming
- If you state an object to be Global Named and copy over this entity to the next map in transition, it will copy over the object's behaviours to the next level.
- If the Global object is in a different position to that of the previous Global named object, it will move it to the correct position based on the landmark.
- Outputs of the same Global Name will also transfer to the relative entity.
- By giving an entity a Global Name, it will not transition to the next level through a tigger_transition.
- Any entity that can be saved and brought to the next map while in a trigger_transition will be if it isn't Global Named
- Global Named objects will stay relative to where their previous instance of it was, even if it is a static entity and you moved it to the other side of the room. - That's why its better to copy the transition area from the previous map and build around your landmark.
- Path_tracks seem to dislike me and won't be saved in the trigger_transition, but when copied the tracktrain worked perfectly.
- Global Named objects do not have to look the same if they are a brush entity. The shape and texture (although now black) of the entity could be changed but it will still have the same behaviours.
- You cannot change a Global Named prop_weighted_cube to suddenly be a sphere. I tried.
- If an entity doesn't have the Global Entity Name field in it, you can add the keyvalue manually by deselecting Smart Edit and adding the keyvalue globalname name.
Here's an example of how to use env_global, transitions and Global Names
env_global.zipI bet you can do some pretty neat stuff if you could just channel previous entities over from the last map.
http://twhl.info/articulator.php?art=60
I'm gonna try it out. Lets see if Portal 2 will let me.
EDIT: -- Ooooooo... Global entity naming be awesome
Notes on Global Naming
- If you state an object to be Global Named and copy over this entity to the next map in transition, it will copy over the object's behaviours to the next level.
- If the Global object is in a different position to that of the previous Global named object, it will move it to the correct position based on the landmark.
- Outputs of the same Global Name will also transfer to the relative entity.
- By giving an entity a Global Name, it will not transition to the next level through a tigger_transition.
- Any entity that can be saved and brought to the next map while in a trigger_transition will be if it isn't Global Named
- Global Named objects will stay relative to where their previous instance of it was, even if it is a static entity and you moved it to the other side of the room. - That's why its better to copy the transition area from the previous map and build around your landmark.
- Path_tracks seem to dislike me and won't be saved in the trigger_transition, but when copied the tracktrain worked perfectly.
- Global Named objects do not have to look the same if they are a brush entity. The shape and texture (although now black) of the entity could be changed but it will still have the same behaviours.
- You cannot change a Global Named prop_weighted_cube to suddenly be a sphere. I tried.
- If an entity doesn't have the Global Entity Name field in it, you can add the keyvalue manually by deselecting Smart Edit and adding the keyvalue globalname name.
Here's an example of how to use env_global, transitions and Global Names
env_global.zip
I bet you can do some pretty neat stuff if you could just channel previous entities over from the last map.
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