Is there a command to demote the portal gun? [solved]

Quote from josepezdj on September 3, 2013, 6:02 pmGoldenknighttim wrote: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.I don't get it. My setup only gives a gun to the player that died, and only after removing the one that the respawn itself automatically gave him >.<
I don't get it. My setup only gives a gun to the player that died, and only after removing the one that the respawn itself automatically gave him >.<
Quote from Goldenknighttim on September 3, 2013, 6:07 pmFelixGriffin wrote:Why not just use a trigger_multiple > OnStartTouch > !activator > Kill? Or even simpler, a trigger_remove?The problem with this is that portal guns don't seem to fall under any flags for triggers to recognise. When I tested, I used triggers with these flags:
+clients
+NPCs
+pushables
+physics objects
-only player ally NPCs
-only clients in vehicles
+Everything (not including physics debris)
-Only clients "not" in vehicles
+physics debris
-only NPCs in vehicles (respects player ally flag)
-Correctly account for object mass (trigger_push used to assume 100Kg) and multiple componant physobjs (car, blob...)I have assumed that this combination of flaggs meant pretty much everything, but portal guns are not affected by a trigger remove with these flags.
The problem with this is that portal guns don't seem to fall under any flags for triggers to recognise. When I tested, I used triggers with these flags:
+clients
+NPCs
+pushables
+physics objects
-only player ally NPCs
-only clients in vehicles
+Everything (not including physics debris)
-Only clients "not" in vehicles
+physics debris
-only NPCs in vehicles (respects player ally flag)
-Correctly account for object mass (trigger_push used to assume 100Kg) and multiple componant physobjs (car, blob...)
I have assumed that this combination of flaggs meant pretty much everything, but portal guns are not affected by a trigger remove with these flags.
Quote from Goldenknighttim on September 3, 2013, 6:11 pmjosepezdj wrote:Goldenknighttim wrote: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.I don't get it. My setup only gives a gun to the player that died, and only after removing the one that the respawn itself automatically gave him >.<
I think you are talking about the respawning portal gun that it gives you while you are in the dropper. I mean the portal gun that the entity maker gives you also respawns with the unwanted settings. Each time you die, the entity maker gives the player 1 more, and something gives the previous portalgun(created by the entity maker) back to where it originally spawned with the unwanted settings.
I don't get it. My setup only gives a gun to the player that died, and only after removing the one that the respawn itself automatically gave him >.<
I think you are talking about the respawning portal gun that it gives you while you are in the dropper. I mean the portal gun that the entity maker gives you also respawns with the unwanted settings. Each time you die, the entity maker gives the player 1 more, and something gives the previous portalgun(created by the entity maker) back to where it originally spawned with the unwanted settings.

Quote from josepezdj on September 3, 2013, 7:01 pmOh, sorry, yeah, you mean the stripped guns, that are left on the floor
What about using a filter_activator_class, with the entity set to weapon_portalgun altogether with a trigger_mutliple under the trigger_weapon_strip that fires the output Kill o OnTrigger?
Oh, sorry, yeah, you mean the stripped guns, that are left on the floor
What about using a filter_activator_class, with the entity set to weapon_portalgun altogether with a trigger_mutliple under the trigger_weapon_strip that fires the output Kill o OnTrigger?
Quote from Goldenknighttim on September 3, 2013, 7:31 pmnot stripped guns on the floor. In my set up, I have a trigger multiple that stripes the weapon with a seperate player_weaponstrip entity. Then with a half second delay, the trigger will teleport the portal-less portalgun to the player. The player_weaponstrip does not make the gun fly anywhere, it makes the player lower the gun and stop using it. I know that the problem is that all portal guns respawn after a while because the stand that has the triggers that makes the gun unique has a portal gun that respawns a while after it has been picked up. And when that portalgun respawns, it is with the same unwanted settings that the portalguns in my pit have. In a regular hammer map, this wouldn't be happening, but there is something about the PTI maps that makes it happen.
I tried your suggestion anyway, except I put the trigger in my pit under a playerclip and nonsolid brush, which is under the spawn. It didn't work. I always got the impression that the filters made some objects not be able to be detectable. Not that they allow things that wouldn't be detectible to be detectible. So I wouldn't have expected that to work anyway. But thanks for trying to help all the same.
not stripped guns on the floor. In my set up, I have a trigger multiple that stripes the weapon with a seperate player_weaponstrip entity. Then with a half second delay, the trigger will teleport the portal-less portalgun to the player. The player_weaponstrip does not make the gun fly anywhere, it makes the player lower the gun and stop using it. I know that the problem is that all portal guns respawn after a while because the stand that has the triggers that makes the gun unique has a portal gun that respawns a while after it has been picked up. And when that portalgun respawns, it is with the same unwanted settings that the portalguns in my pit have. In a regular hammer map, this wouldn't be happening, but there is something about the PTI maps that makes it happen.
I tried your suggestion anyway, except I put the trigger in my pit under a playerclip and nonsolid brush, which is under the spawn. It didn't work. I always got the impression that the filters made some objects not be able to be detectable. Not that they allow things that wouldn't be detectible to be detectible. So I wouldn't have expected that to work anyway. But thanks for trying to help all the same.

Quote from josepezdj on September 4, 2013, 1:23 amOK, I've made a quick example map in hammer and it works like a charm. Maybe the problem is that you are trying to achieve this via the pti editor?
Check the attached map. Place the .BSP map /maps folder, the file 'mp_coop_portalguns_test.VMF' under sdk_content/maps folder, and finally the modified instance into your folder sdk_content/maps/instances/coop. Run it with the command:
ss_map mp_coop_portalguns_test
The changes from the discussed above are 2:
- As Felix already said, to use each player as targetname, you can't use the exclamation sign (!) before red or blue, but just that, 'red' and 'blue'.
- I added one gun for each player (+ one env_entity_maker and point_template per gun) instead of using just one.
OK, I've made a quick example map in hammer and it works like a charm. Maybe the problem is that you are trying to achieve this via the pti editor?
Check the attached map. Place the .BSP map /maps folder, the file 'mp_coop_portalguns_test.VMF' under sdk_content/maps folder, and finally the modified instance into your folder sdk_content/maps/instances/coop. Run it with the command:
ss_map mp_coop_portalguns_test
The changes from the discussed above are 2:
- As Felix already said, to use each player as targetname, you can't use the exclamation sign (!) before red or blue, but just that, 'red' and 'blue'.
- I added one gun for each player (+ one env_entity_maker and point_template per gun) instead of using just one.

Quote from BenVlodgi on September 4, 2013, 8:14 amI skimmed... but with the weaponstrip trigger there is a property or flag that kills the stripped gun instead of it flying away
I skimmed... but with the weaponstrip trigger there is a property or flag that kills the stripped gun instead of it flying away

Quote from Goldenknighttim on September 4, 2013, 1:01 pmok, can you do me a favor? Can you try putting this setup in your door_entrance_coop_1 and then try creating a pti map (without exporting it). Back it up of course before editing. If it still works perfectly for you, then there is a problem with my, and my friends portal 2 files. However, I expect that you will see what I'm talking about. In your pti map, make sure to leave a way to die, and test by dying multiple times(This is not an attempt to be rude, lol. The portal guns respawn quicker when you die. I don't know how that is going to come across.). I'm very thankful for your patients and help with the problem so far. I won't be able to examine your test until either tonight, or tomorrow, so I can't tell if you edited an exported map from the pti or not. If you did edit a pti map for your test, then don't bother with the favor I asked because the problem would surely be on my computer.
I'm not trying to make a hammer map, I'm trying to mod my pti because school has started, and I no longer have the time to make many maps in hammer. If this was an ordinary map made with hammer, It would be as easy as you say to get this to work, but there is something different about how portal guns spawn with a modded pti, and that's what I need help with.
ok, can you do me a favor? Can you try putting this setup in your door_entrance_coop_1 and then try creating a pti map (without exporting it). Back it up of course before editing. If it still works perfectly for you, then there is a problem with my, and my friends portal 2 files. However, I expect that you will see what I'm talking about. In your pti map, make sure to leave a way to die, and test by dying multiple times(This is not an attempt to be rude, lol. The portal guns respawn quicker when you die. I don't know how that is going to come across.). I'm very thankful for your patients and help with the problem so far. I won't be able to examine your test until either tonight, or tomorrow, so I can't tell if you edited an exported map from the pti or not. If you did edit a pti map for your test, then don't bother with the favor I asked because the problem would surely be on my computer.
I'm not trying to make a hammer map, I'm trying to mod my pti because school has started, and I no longer have the time to make many maps in hammer. If this was an ordinary map made with hammer, It would be as easy as you say to get this to work, but there is something different about how portal guns spawn with a modded pti, and that's what I need help with.

Quote from BenVlodgi on September 4, 2013, 5:35 pmGoldenknighttim wrote:ok, can you do me a favor? Can you try putting this setup in your door_entrance_coop_1 and then try creating a pti map (without exporting it). Back it up of course before editing. If it still works perfectly for you, then there is a problem with my, and my friends portal 2 files. However, I expect that you will see what I'm talking about. In your pti map, make sure to leave a way to die, and test by dying multiple times(This is not an attempt to be rude, lol. The portal guns respawn quicker when you die. I don't know how that is going to come across.). I'm very thankful for your patients and help with the problem so far. I won't be able to examine your test until either tonight, or tomorrow, so I can't tell if you edited an exported map from the pti or not. If you did edit a pti map for your test, then don't bother with the favor I asked because the problem would surely be on my computer.I'm not trying to make a hammer map, I'm trying to mod my pti because school has started, and I no longer have the time to make many maps in hammer. If this was an ordinary map made with hammer, It would be as easy as you say to get this to work, but there is something different about how portal guns spawn with a modded pti, and that's what I need help with.
in short, there is no way to do this in the PTI... there is no demote command
also, just because you are in school doesn't mean you don't have enough time to open hammer... hammer actually takes less time to load up for me than the PTI... and making a brush takes the same time.
you'll have to create a custom item for the pti if you want this effect
I'm not trying to make a hammer map, I'm trying to mod my pti because school has started, and I no longer have the time to make many maps in hammer. If this was an ordinary map made with hammer, It would be as easy as you say to get this to work, but there is something different about how portal guns spawn with a modded pti, and that's what I need help with.
in short, there is no way to do this in the PTI... there is no demote command
also, just because you are in school doesn't mean you don't have enough time to open hammer... hammer actually takes less time to load up for me than the PTI... and making a brush takes the same time.
you'll have to create a custom item for the pti if you want this effect