Please or Register to create posts and topics.

Having trouble with triggering correct end of level

I wonder if somebody knows how to fix an issue I am having with my current Portal 2 map. I build the puzzle element of the map in PETI and exported it. I have been tweaking it in Hammer but something odd happened that I couldn't fix.

To make a long story of messing about short, I ended up having to delete the arrival and departure elevators and replaced them. My problem then was that the ride in the exit elevator wouldn't trigger the end of the map. The lift would rise for ages before being reset down the bottom of the elevator shaft and my player would fall and end up riding on top of the elevator.

Some help later and I added a trigger to end the level, which it does but its a server disconnect and rather than take you back to the screen where you might rate a level with thumbs up or down it dumps you right back to the main game menu, taking the player right out of his/her level queue. I don't really want this as its a bit annoying.

This is where I need help please. Does anyone know how to set up an end of level correctly, in the same manner that any PETI level or custom level would use?

Many thanks.

Instead of triggering that server disconnect, give the trigger the output to trigger "@relay_pti_level_end". This is the logic_relay in the func_instance global_pti_ents.vmf that is used in normal PTI maps.

There could be one problem, but I don't know. If you deleted the original elevators, it could be that they had this func_instance implemented and that you deleted it as well. If so, obviously first add the instance sdk_content/maps/instances/p2editor/global_pti_ents.vmf.

Taken from here: Workshop Compatibility

Thank you very much. I will try this tonight. :)

I must be doing something wrong as it is now working.

I added a new entity, made it a func_instance. Selected the global_pti_ents.vmf file and gave the entity a fix up name of @relay_pti_level_end as I wasn't sure if I could leave it with no name.

I them went to my trigger brush and set its output as:

My output named: OnTrigger
Target Entities named: @relay_pti_level_end
Via this input: instance:@relay_pti_level_end;Trigger (this was all that was available in the drop down. It turns red which I assume means an error. I have tried the map with this box empty but the same thing happens.

With a parameter override of: <none>
No Delay
Fire once only is unticked.

When I compile and try the map the player passed through the trigger brush but the map isnt bought to an end.

I have been trying to teach myself how to use Hammer but clearly I have a way to go. Do you have any suggestions with the problem. The info at http://www.thinkwithportals.com/puzzlem ... bility.php seems to suggest that there isn't much to it but clearly I am missing something.

The screen won't pop up unless you're in a workshop server. Check the developer console to see if your .bsp comes up. It should have a line with only your map name. Once you publish it, the screen will appear.
The red text usually means there is an error, but with instances it shows an error automatically. Trust me, it works,

Big Mood

Unfortunately that's right, you can't test if it is working without uploading it to the workshop.

But you don't need to name the func_instance @relay_pti_level_end. You can leave the name blank. Inside the func_instance is already the logic you need named @relay_pti_level_end (the @ in front of it makes it so that you can trigger it easily from "outside" the instance).

Well if that was the problem, then you didn't even need to export it out of the editor.
Upload it and then set the visibility as Hidden if you just want to test it without the community playing it yet.

?????????????????????????????TWP Releases | My Workshop

Thanks for the help everyone.

I will test it out by uploading tonight.