Is there a command to demote the portal gun? [solved]
Quote from Goldenknighttim on September 2, 2013, 10:14 pmI used a point_clientcommand. I'm not looking to force the player to only have 1 portal, I'm trying to force the player to not have any portals, while still having the gun. I tried what Felix Griffen said, and that worked pretty well, except for the fact that in coop with the normal pti scripts, portal guns respawn as a 1-portal gun, even if the original was a no-portal gun. To fix the problem of the player landing on an autospawned 1-portal gun, I hid a pit behind a playerclip and a non-solid brush in the coop entrance door. This works for a bit, but after the player has died enough times, the 1-portal guns will pile up aventually be hit by the player. Is there any way to get rid of portal guns that are lying around? I tried putting a fizzler in the pit, and checked every flag except the ones that started with 'only', and I also unchecked the flag that acounts for the mass of an object.
I used a point_clientcommand. I'm not looking to force the player to only have 1 portal, I'm trying to force the player to not have any portals, while still having the gun. I tried what Felix Griffen said, and that worked pretty well, except for the fact that in coop with the normal pti scripts, portal guns respawn as a 1-portal gun, even if the original was a no-portal gun. To fix the problem of the player landing on an autospawned 1-portal gun, I hid a pit behind a playerclip and a non-solid brush in the coop entrance door. This works for a bit, but after the player has died enough times, the 1-portal guns will pile up aventually be hit by the player. Is there any way to get rid of portal guns that are lying around? I tried putting a fizzler in the pit, and checked every flag except the ones that started with 'only', and I also unchecked the flag that acounts for the mass of an object.
Quote from Goldenknighttim on September 2, 2013, 10:20 pmIf there isn't a way, I guess I could make a larger room under the entrance door, and have a linked portal door allow the 1-portal guns to fall into that. However, I would prefer to avoid that, because it would likely limit my chambers by removing available space. And if I get this mod to work, I'll also likely want to allow others to use it, and there would be no warning if part of the chamber crossed into this 'dumping room'.
If there isn't a way, I guess I could make a larger room under the entrance door, and have a linked portal door allow the 1-portal guns to fall into that. However, I would prefer to avoid that, because it would likely limit my chambers by removing available space. And if I get this mod to work, I'll also likely want to allow others to use it, and there would be no warning if part of the chamber crossed into this 'dumping room'.

Quote from TeamSpen210 on September 2, 2013, 11:00 pmYou can just teleport or spawn the guns right on the player as mentioned before. Trigger_weapon_strips have an option to destroy the weapon as well.
You can just teleport or spawn the guns right on the player as mentioned before. Trigger_weapon_strips have an option to destroy the weapon as well.
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Quote from Goldenknighttim on September 3, 2013, 1:42 pmThanks, I've been messing around with the trigger_weapon_strips and they don't remove weapons that are lying around. They only seem to destroy weapons that are being used by the player. I need a way to get rid of the many that are respawning in the pit below the player. Is there any other way to destroy portal guns?
Thanks, I've been messing around with the trigger_weapon_strips and they don't remove weapons that are lying around. They only seem to destroy weapons that are being used by the player. I need a way to get rid of the many that are respawning in the pit below the player. Is there any other way to destroy portal guns?


Quote from josepezdj on September 3, 2013, 2:30 pmGoldenknighttim wrote:I've been doing some more troubleshooting. I tried to edit the coop door entrance, and I put a trigger in the droppers that would strip the weapon, and a moment later, run the command: upgrade_portalgun.You can't upgrade something that doesn't exist, don't you think?
You can only fire the command upgrade_portalgun IF the player already has a portalgun, but if you stripped it, there is none.
As said above, you'll need to give the player a portalgun after he has been respawned and his weapon has been stripped, with either "CanFirePortal1" or "2" set to "0". This can be done by making a little room all textured with the nodraw texture outside your map (or at any hidden place inside your map where you know the player won't reach ever). Inside put the entities:
- weapon_portalgun with no fires at all.
- point_template, set the portalgun name as the template 1
- env_entity_maker, and set the name of the point_template as the "Point_template To Spawn"Now add a trigger_multiple right below the trigger_weapon_strip that you have under the info_coop_spawns and as Felix suggested you only need to use the output ForceSpawnAtEntityOrigin... like so:
Under the Blue player dropper:
- OnTrigger > [env_entity_maker name] > ForceSpawnAtEntityOrigin > !blue
Under the Orange player dropper:
- OnTrigger > [env_entity_maker name] > ForceSpawnAtEntityOrigin > !red
This should work.
You can't upgrade something that doesn't exist, don't you think? You can only fire the command upgrade_portalgun IF the player already has a portalgun, but if you stripped it, there is none.
As said above, you'll need to give the player a portalgun after he has been respawned and his weapon has been stripped, with either "CanFirePortal1" or "2" set to "0". This can be done by making a little room all textured with the nodraw texture outside your map (or at any hidden place inside your map where you know the player won't reach ever). Inside put the entities:
- weapon_portalgun with no fires at all.
- point_template, set the portalgun name as the template 1
- env_entity_maker, and set the name of the point_template as the "Point_template To Spawn"
Now add a trigger_multiple right below the trigger_weapon_strip that you have under the info_coop_spawns and as Felix suggested you only need to use the output ForceSpawnAtEntityOrigin... like so:
Under the Blue player dropper:
- OnTrigger > [env_entity_maker name] > ForceSpawnAtEntityOrigin > !blue
Under the Orange player dropper:
- OnTrigger > [env_entity_maker name] > ForceSpawnAtEntityOrigin > !red
This should work.
Quote from Goldenknighttim on September 3, 2013, 5:32 pmYea, getting rid of the auto-respawning portal guns in the pit. I called it "killing" thim because the option I had just tried was using the trigger_weapon_strip with the class info for "kill weapon" set to yes.
Yea, getting rid of the auto-respawning portal guns in the pit. I called it "killing" thim because the option I had just tried was using the trigger_weapon_strip with the class info for "kill weapon" set to yes.
Quote from FelixGriffin on September 3, 2013, 5:45 pmWhy not just use a trigger_multiple > OnStartTouch > !activator > Kill? Or even simpler, a trigger_remove?
Why not just use a trigger_multiple > OnStartTouch > !activator > Kill? Or even simpler, a trigger_remove?
Quote from Goldenknighttim on September 3, 2013, 5:47 pmjosepezdj wrote:As said above, you'll need to give the player a portalgun after he has been respawned and his weapon has been stripped, with either "CanFirePortal1" or "2" set to "0". This can be done by making a little room all textured with the nodraw texture outside your map (or at any hidden place inside your map where you know the player won't reach ever). Inside put the entities:- weapon_portalgun with no fires at all.
- point_template, set the portalgun name as the template 1
- env_entity_maker, and set the name of the point_template as the "Point_template To Spawn"Now add a trigger_multiple right below the trigger_weapon_strip that you have under the info_coop_spawns and as Felix suggested you only need to use the output ForceSpawnAtEntityOrigin... like so:
Under the Blue player dropper:
- OnTrigger > [env_entity_maker name] > ForceSpawnAtEntityOrigin > !blue
Under the Orange player dropper:
- OnTrigger > [env_entity_maker name] > ForceSpawnAtEntityOrigin > !red
This should work.
What I have set up already is very similar to what you are suggesting. The problem is that the portal guns that are spawning on the player are respawning, and forming a pile of portal guns that, for some reason, have 1 portal active. If they pile up, which happens if the player dies enough, the player will be given a portal gun that allows 1 of the portals to be shot. In a regular map made with hammer, this wouldn't be an issue, but I am trying to mod my pti, which for some reason causes portal guns to respawn, and they don't respawn with the original's settings. They have a default setting that I have already discribed. If I can find a way to stop them from respawning, or a way to destroy the ones that have respawned, then I will have my answer. Thanks for the help so far, I feel like I'm very close.
- weapon_portalgun with no fires at all.
- point_template, set the portalgun name as the template 1
- env_entity_maker, and set the name of the point_template as the "Point_template To Spawn"
Now add a trigger_multiple right below the trigger_weapon_strip that you have under the info_coop_spawns and as Felix suggested you only need to use the output ForceSpawnAtEntityOrigin... like so:
Under the Blue player dropper:
- OnTrigger > [env_entity_maker name] > ForceSpawnAtEntityOrigin > !blue
Under the Orange player dropper:
- OnTrigger > [env_entity_maker name] > ForceSpawnAtEntityOrigin > !red
This should work.
What I have set up already is very similar to what you are suggesting. The problem is that the portal guns that are spawning on the player are respawning, and forming a pile of portal guns that, for some reason, have 1 portal active. If they pile up, which happens if the player dies enough, the player will be given a portal gun that allows 1 of the portals to be shot. In a regular map made with hammer, this wouldn't be an issue, but I am trying to mod my pti, which for some reason causes portal guns to respawn, and they don't respawn with the original's settings. They have a default setting that I have already discribed. If I can find a way to stop them from respawning, or a way to destroy the ones that have respawned, then I will have my answer. Thanks for the help so far, I feel like I'm very close.
Quote from Goldenknighttim on September 3, 2013, 5:49 pmFelixGriffin wrote:Why not just use a trigger_multiple > OnStartTouch > !activator > Kill? Or even simpler, a trigger_remove?Thanks, Ill try those now and let you know if any of them work.
Thanks, Ill try those now and let you know if any of them work.