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No Potato

How do I take out the potato on the portal gun with the clean elevator instance? I tried messing around with the instance but couldn't find anything...

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Go onto the portal gun properties and set:

Show potatos to no

He's talking about the Elevator A4 Instance I believe. I know that there is an entity called like... 'auto-logic' or something and you must get rid of the output it has called 'update portal gun' or something along those lines. I havn't used Portal 2 SDK in SO long... :D returning user.

spongylover123 wrote:
Go onto the portal gun properties and set:

Show potatos to no

That only works if you manually spawn the player with a portal gun rather than using the transition instance like you probably should.

If you're using the entrance and exit transitions instance, put a logic_playerproxy somewhere in the level. With a logic_auto set to OnMapSpawn (delay 0.5 seconds), fire the RemovePotatosFromPortalgun output to the playerproxy. That's by far the simplest way to do it. The other way is this crazy scripting thing you have to do, which is more commonly known for whatever reason but obviously a lot harder. So just use the playerproxy.

Try out Twin Pillars, a Portal 2 map by BOB74j.

You can use msleepers elevator transitions file in the downloads...it removes the potato.

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Here is how to remove the potato without using a custom instance .From Rubrica in this thread...

Quote:
create a logic_player proxy (name it whatever) and a logic__auto, with an output of 'OnMapSpawn;NAMEOFPLAYERPROXY;RemovePotatosFromPortalgun;---;0.50'. The delay is important; if you give it no delay, it doesn't work. Hope that helps, and if it was too complicated for you, say and I'll try and simplify it.
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Thank you for quoting that, I forgot what topic that was in. No more potatos in my MapPack.

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