Mapping problems
Quote from spongylover123 on August 19, 2011, 4:50 pmHello, I've been working on my map but I have some problems
1) I have added poison water, but I can't see mines when compiled, my trigger hurt works onnme but when my ball falls on it, it doesn't dissolve even though I flagged the physic objects also
2) I made a discouragement field, when the cube is picked up the field would turn on, it doesn't and I can portal onto the field
3) I used a func_tracktrain on my ceiling, but it moves to the left instead of going down.
4) I had 3 ball receptacles I from each map
So I got a ball from one map, put it in the receptacles, then I got another one from a different map, but when I went to the main map the ball I got from the others was gone, is there a way to prevent this?
Hello, I've been working on my map but I have some problems
1) I have added poison water, but I can't see mines when compiled, my trigger hurt works onnme but when my ball falls on it, it doesn't dissolve even though I flagged the physic objects also
2) I made a discouragement field, when the cube is picked up the field would turn on, it doesn't and I can portal onto the field
3) I used a func_tracktrain on my ceiling, but it moves to the left instead of going down.
4) I had 3 ball receptacles I from each map
So I got a ball from one map, put it in the receptacles, then I got another one from a different map, but when I went to the main map the ball I got from the others was gone, is there a way to prevent this?
Quote from Vordwann on August 19, 2011, 5:01 pmHere is everything you need:
Water-
First, make a brush where you want your water to be, textured with nodraw. Do not tie it to an entity, keep it as normal world geometry and with the face edit sheet, texture the top face with a water texture. Next, make a trigger_hurt brush entity textured with the trigger texture that occupies the same volume, just 1 unit lower than the surface. Set the damage to 100, type to Chemical. Then, copy and paste the trigger_hurt in the same place and change the copy to a trigger_multiple. Set the outputs to OnTrigger > !Activator > Dissolve and check the Physics objects flag. Finally, make another brush in the same volume as the water with the invisible texture, and tie it to a func_noportal_volume.
Problem 2: I'm not really sure what you have going on with that, we might need the .vmf
Problem 3: Have you set the correct next point to go to on the tracktrain line? For example, if the ceiling entity is named "tracktrain_1", you need to make its movement target, below it (example name) "tracktrain_2".
Problem 4: If you're using the ball dropper instance, make sure it is the one with "multiple" in its name. If it's not there, modify the cube_dropper_multiple instance to be a ball and check "use new skins'. If your'e using an instance with the "shared" name it will not work properly, nor will the normal ball dropper instance. You need to use/create a "multiple" one.
Hope this text wall helps!
Here is everything you need:
Water-
First, make a brush where you want your water to be, textured with nodraw. Do not tie it to an entity, keep it as normal world geometry and with the face edit sheet, texture the top face with a water texture. Next, make a trigger_hurt brush entity textured with the trigger texture that occupies the same volume, just 1 unit lower than the surface. Set the damage to 100, type to Chemical. Then, copy and paste the trigger_hurt in the same place and change the copy to a trigger_multiple. Set the outputs to OnTrigger > !Activator > Dissolve and check the Physics objects flag. Finally, make another brush in the same volume as the water with the invisible texture, and tie it to a func_noportal_volume.
Problem 2: I'm not really sure what you have going on with that, we might need the .vmf
Problem 3: Have you set the correct next point to go to on the tracktrain line? For example, if the ceiling entity is named "tracktrain_1", you need to make its movement target, below it (example name) "tracktrain_2".
Problem 4: If you're using the ball dropper instance, make sure it is the one with "multiple" in its name. If it's not there, modify the cube_dropper_multiple instance to be a ball and check "use new skins'. If your'e using an instance with the "shared" name it will not work properly, nor will the normal ball dropper instance. You need to use/create a "multiple" one.
Hope this text wall helps!
[spoiler][SP] Alternate[/spoiler]
Quote from spongylover123 on August 19, 2011, 5:09 pmYes, that helped a lot,
Problem 4) I didn't mean droppers, I mean't that there are 3 receptacles.
There are 4 maps, one main, 3 puzzles. Each ball are obtained from different vmfs or bsp, I got the ball from the first one and put the ball onto the first receptacle in the main map, then I got the second one, when I got back to main map, the first ball, was gone,Also I have this problem having the person spawn in the wrong place
Yes, that helped a lot,
Problem 4) I didn't mean droppers, I mean't that there are 3 receptacles.
There are 4 maps, one main, 3 puzzles. Each ball are obtained from different vmfs or bsp, I got the ball from the first one and put the ball onto the first receptacle in the main map, then I got the second one, when I got back to main map, the first ball, was gone,
Also I have this problem having the person spawn in the wrong place
Quote from Vordwann on August 19, 2011, 5:22 pmLook in the place where your player is spawning incorrectly. You probably have 2 player spawns, and you need to delete the one in the incorrect place.
I get what you're saying now. You cannot go back to your main map from another map and have the ball still be there, since going to a map automatically loads it in its start state. You will have to have the main room and all 3 puzzle chambers in the same map. You can either select everything and copy/paste to avoid adding extra entities (more time consuming), or you can make each of your three puzzle maps and load them in as instances. If you do this and you have any interaction between your main room and any of your 3 puzzle rooms you will need to do this.
Example:
If you have a logic_relay turning on a laser in your puzzle room that you want to access from the outside, name the logic_relay and have it target the laser and turn it on (example name: "logic_1")
Next, create a func_instance_io_proxy (type of entity) and in its outputs, make one that is OnProxyRelay > logic_1 > trigger and make sure that in the logic_relay named "logic_1", its output to the laser is ontrigger_<laser name>_enable.
NOTE: If you have no entities in your main room referencing entities in your 3 puzzle chambers (which I assume is correct since they are currently seperate maps), you do not have to do this. Just make sure the 3 puzzle rooms are at the origin in their .vmf files and then make 3 func_instances in your main puzzle map. Choose the filename as whatever the puzzle room is. When it loads in, drag/rotate it into position and BAM! Map within a map.
Look in the place where your player is spawning incorrectly. You probably have 2 player spawns, and you need to delete the one in the incorrect place.
I get what you're saying now. You cannot go back to your main map from another map and have the ball still be there, since going to a map automatically loads it in its start state. You will have to have the main room and all 3 puzzle chambers in the same map. You can either select everything and copy/paste to avoid adding extra entities (more time consuming), or you can make each of your three puzzle maps and load them in as instances. If you do this and you have any interaction between your main room and any of your 3 puzzle rooms you will need to do this.
Example:
If you have a logic_relay turning on a laser in your puzzle room that you want to access from the outside, name the logic_relay and have it target the laser and turn it on (example name: "logic_1")
Next, create a func_instance_io_proxy (type of entity) and in its outputs, make one that is OnProxyRelay > logic_1 > trigger and make sure that in the logic_relay named "logic_1", its output to the laser is ontrigger_<laser name>_enable.
NOTE: If you have no entities in your main room referencing entities in your 3 puzzle chambers (which I assume is correct since they are currently seperate maps), you do not have to do this. Just make sure the 3 puzzle rooms are at the origin in their .vmf files and then make 3 func_instances in your main puzzle map. Choose the filename as whatever the puzzle room is. When it loads in, drag/rotate it into position and BAM! Map within a map.
[spoiler][SP] Alternate[/spoiler]
Quote from spongylover123 on August 19, 2011, 5:47 pmGot it, thanks
But now I have 2 more problems
1) I want to have test chamber signs but it will all have the same elements and won't work2) how do you get an emacipation grid to not fizzle crtain objects like it will kill portals but not destroy cubes
Got it, thanks
But now I have 2 more problems
1) I want to have test chamber signs but it will all have the same elements and won't work
2) how do you get an emacipation grid to not fizzle crtain objects like it will kill portals but not destroy cubes
Quote from Vordwann on August 19, 2011, 6:46 pm1: Tutorial for test chamber signs:
Follow this tutorial: http://www.youtube.com/watch?v=XXisv9z-fqY
Next, pack your map into a .vpk file with a scripts and maps folder, with the lightboard script in the scripts folder and your map in the maps folder, like so: http://www.youtube.com/watch?v=AMamZwS8U8c2: Emancipation Grid-
Put in 2 prop_statics into the world, and set their models to the fizzler model (find it in the browser). Make them face each other. Then, create a brush that is 128x128, 1 unit thick, that goes between them. Texture it with nodraw. Next, tie it (ctrl+T) to an entity, and make it a trigger_portal_cleanser. Next, texture the front and back faces in the face editor with the fizzler texture (there are a lot of them). In the flags, you can select what you want it to fizzle. On default it only has clients checked, so it will only fizzle portals, not cubes. If you want it to fizzle cubes, check "Physics Objects".
Hope this clears up those problems!
1: Tutorial for test chamber signs:
Follow this tutorial: http://www.youtube.com/watch?v=XXisv9z-fqY
Next, pack your map into a .vpk file with a scripts and maps folder, with the lightboard script in the scripts folder and your map in the maps folder, like so: http://www.youtube.com/watch?v=AMamZwS8U8c
2: Emancipation Grid-
Put in 2 prop_statics into the world, and set their models to the fizzler model (find it in the browser). Make them face each other. Then, create a brush that is 128x128, 1 unit thick, that goes between them. Texture it with nodraw. Next, tie it (ctrl+T) to an entity, and make it a trigger_portal_cleanser. Next, texture the front and back faces in the face editor with the fizzler texture (there are a lot of them). In the flags, you can select what you want it to fizzle. On default it only has clients checked, so it will only fizzle portals, not cubes. If you want it to fizzle cubes, check "Physics Objects".
Hope this clears up those problems!
[spoiler][SP] Alternate[/spoiler]
Quote from spongylover123 on August 19, 2011, 7:01 pmThanks.
Thanks.
Quote from spongylover123 on August 19, 2011, 7:04 pmThanks! But not to be picky but, I actually meant having 3 test chamber signs, with different numbers, icons, and skin type, is that possible? And is it possible for the fizzled destroy only companion cubes but not balls or weighted storage cubes?
Thanks! But not to be picky but, I actually meant having 3 test chamber signs, with different numbers, icons, and skin type, is that possible? And is it possible for the fizzled destroy only companion cubes but not balls or weighted storage cubes?
Quote from Vordwann on August 19, 2011, 7:20 pm3 Test Chamber Signs: I don't think you can do that, you're going to have to settle with one, sorry
The best you can do is put the sign in the main room of your map and then label the three puzzle chambers with the one dot, two dots, three dots overlays accordingly. Wish I could help you with that...
Companion Cubes: If you are using the instance for the multiple companion cubes, then what you need to do is go into the instance .vmf and see what type of filter they use. For example, if they are naming the cube, then use a filter_activator_name with that name. Or if they are using a filter_class, then use that with the correct class. Put the correct filter near your fizzler with the correct information, name it, and select it as the filter in your trigger_portal_cleanser. I haven't looked at it in detail, but if they don't filter the cube in the instance by naming it with a trigger (which they might do, check out it they name it and use that name with the correct filter as mentioned above), then put a trigger_multiple in the dropper where the cube will be and make its outputs OnTrigger > !Activator > SetName (or something like that) > CompanionCube and then do the same thing as above. That may have been a confusing explanation on using the filters...
BTW, people will hate you if you do this a lot: Don't double post, just click the "edit" button on your post if you want to add something more that you forgot. For example, next time, combine "Thanks!" and "Thanks, but......" into one post before you make another one. I had to be told this as well
3 Test Chamber Signs: I don't think you can do that, you're going to have to settle with one, sorry
The best you can do is put the sign in the main room of your map and then label the three puzzle chambers with the one dot, two dots, three dots overlays accordingly. Wish I could help you with that...
Companion Cubes: If you are using the instance for the multiple companion cubes, then what you need to do is go into the instance .vmf and see what type of filter they use. For example, if they are naming the cube, then use a filter_activator_name with that name. Or if they are using a filter_class, then use that with the correct class. Put the correct filter near your fizzler with the correct information, name it, and select it as the filter in your trigger_portal_cleanser. I haven't looked at it in detail, but if they don't filter the cube in the instance by naming it with a trigger (which they might do, check out it they name it and use that name with the correct filter as mentioned above), then put a trigger_multiple in the dropper where the cube will be and make its outputs OnTrigger > !Activator > SetName (or something like that) > CompanionCube and then do the same thing as above. That may have been a confusing explanation on using the filters...
BTW, people will hate you if you do this a lot: Don't double post, just click the "edit" button on your post if you want to add something more that you forgot. For example, next time, combine "Thanks!" and "Thanks, but......" into one post before you make another one. I had to be told this as well ![]()
[spoiler][SP] Alternate[/spoiler]
Quote from KenJeKenny!? on August 19, 2011, 8:22 pmVordwann wrote:3 Test Chamber Signs: I don't think you can do that, you're going to have to settle with one, sorryThe best you can do is put the sign in the main room of your map and then label the three puzzle chambers with the one dot, two dots, three dots overlays accordingly. Wish I could help you with that...
You could also use Chamber Sign Maker Then search youtube on a tutorial how to fake the light box.
You can have a custom sign for every room, but it requires a bit more work and youll need to always include your custom files WITH your map release.
You could also use Chamber Sign Maker Then search youtube on a tutorial how to fake the light box.
You can have a custom sign for every room, but it requires a bit more work and youll need to always include your custom files WITH your map release.
