Map Problem: Falling Through Lift, Vote Not Showing
Quote from Shane on January 4, 2013, 9:12 pmBeen having a bit of trouble with a hammer map I created, uploaded it to the PTI and for some reason the exit elevator doesn't seem to work properly. I set it to trigger the PTI level end event but instead of showing a map vote the elevator just continues downwards until you fall out of the lift. I'm guessing it has something to do with the overgrown / broken style elevator instances but I can't figure out what. The map is here (and yes I know the puzzles are pretty crap, it was just something I knocked together to test overgrown style mapping
)
http://steamcommunity.com/sharedfiles/f ... d=90679883
Any help would be appreciated, thanks
Been having a bit of trouble with a hammer map I created, uploaded it to the PTI and for some reason the exit elevator doesn't seem to work properly. I set it to trigger the PTI level end event but instead of showing a map vote the elevator just continues downwards until you fall out of the lift. I'm guessing it has something to do with the overgrown / broken style elevator instances but I can't figure out what. The map is here (and yes I know the puzzles are pretty crap, it was just something I knocked together to test overgrown style mapping )
http://steamcommunity.com/sharedfiles/f ... d=90679883
Any help would be appreciated, thanks
Quote from Lpfreaky90 on January 4, 2013, 9:19 pmsounds like you're missing the arrival / departure instances.
sounds like you're missing the arrival / departure instances.
Quote from Shane on January 5, 2013, 9:18 pmI'm pretty sure that they're there. The exit lift goes down when the player steps into it, it just stops about 2/3 of the way down the shaft and the player falls through the bottom. I used Brainstone's arrival entity and the elevator instances from the SDK.
I'm pretty sure that they're there. The exit lift goes down when the player steps into it, it just stops about 2/3 of the way down the shaft and the player falls through the bottom. I used Brainstone's arrival entity and the elevator instances from the SDK.

Quote from josepezdj on January 6, 2013, 7:44 amI think you must not be triggering the thing correctly.
Just add a trigger_once somewhere along the way of the departure elevator tube with this output:
OnTrigger > @relay_pti_level_end > Trigger
(You don't need to edit the departure elevator instance, simply put that trigger there making sure that the player will cross its way, and you're done)
you should correct this
[spoiler]
One more thing: it's REALLY hard to open a portal in that platform above in its upper side... you should put at least a portal_placement_helper there... I had to noclip to get through![/spoiler]
is this the intended solution?
[spoiler][/spoiler]
I think you must not be triggering the thing correctly.
Just add a trigger_once somewhere along the way of the departure elevator tube with this output:
OnTrigger > @relay_pti_level_end > Trigger
(You don't need to edit the departure elevator instance, simply put that trigger there making sure that the player will cross its way, and you're done)
you should correct this

One more thing: it's REALLY hard to open a portal in that platform above in its upper side... you should put at least a portal_placement_helper there... I had to noclip to get through!
is this the intended solution?

Quote from Shane on January 7, 2013, 12:03 pmThe trigger idea worked, thanks. As for the rest of your comments I have taken them onboard and fixed those issues (hopefully). The solution you used was unintended, here's what I meant it to be. Thanks for the additional feedback
http://www.imgus.net/bilder/e42ec9601c26384745f5d26108203dd7.jpg
The trigger idea worked, thanks. As for the rest of your comments I have taken them onboard and fixed those issues (hopefully). The solution you used was unintended, here's what I meant it to be. Thanks for the additional feedback
http://www.imgus.net/bilder/e42ec9601c26384745f5d26108203dd7.jpg