Orange Portals
Quote from RubbishyUsername on June 5, 2012, 1:01 pmSo I've exported my workshop map with the intention of adding one of those orange portal emitters controlled by the computer. And, although I did this before, pre-update, I've lost the vmf, and looking back through my old posts some things I was able to do I don't know how to do any more.
Coupled with the fact I haven't used hammer for a year and I'm kinda not sure what to do.
So: how do I get the portal emitter lights? How do I get the orange portal to appear where it should (I heard, although did not test, that there were problems)? And now that the player spawn is tied up neatly with an instance, how do I stop the player being able to fire orange portals?
I remember now why Hammer was so hard...
So I've exported my workshop map with the intention of adding one of those orange portal emitters controlled by the computer. And, although I did this before, pre-update, I've lost the vmf, and looking back through my old posts some things I was able to do I don't know how to do any more.
Coupled with the fact I haven't used hammer for a year and I'm kinda not sure what to do.
So: how do I get the portal emitter lights? How do I get the orange portal to appear where it should (I heard, although did not test, that there were problems)? And now that the player spawn is tied up neatly with an instance, how do I stop the player being able to fire orange portals?
I remember now why Hammer was so hard...

Quote from Lpfreaky90 on June 5, 2012, 1:04 pmMaybe this helps: https://dl.dropbox.com/u/37801279/1_portal_instance.vmf
Maybe this helps: https://dl.dropbox.com/u/37801279/1_portal_instance.vmf
Quote from RubbishyUsername on June 5, 2012, 1:12 pmWow thanks!
Will this stop the player being able to place orange portals as well? I'm virtually hammer illiterate, you know.
EDIT: In fact, I could probably do with a run through of what this instance can do and what you need to do and what you need to do to it.
EDIT: IN FACT, rather than beating around the bush, why donn't I just tell you what I want to do. I want to spawn an orange portal when the map loads and ensure that the player can't place orange portals.
Wow thanks!
Will this stop the player being able to place orange portals as well? I'm virtually hammer illiterate, you know.
EDIT: In fact, I could probably do with a run through of what this instance can do and what you need to do and what you need to do to it.
EDIT: IN FACT, rather than beating around the bush, why donn't I just tell you what I want to do. I want to spawn an orange portal when the map loads and ensure that the player can't place orange portals.

Quote from Brainstone on June 5, 2012, 1:36 pmWhat Portals the player can shoot is dependant of what Portal gun he uses. I have looked at the PeTI elevators, they teleport your Portalgun to you. (What a service
)
Search for your arrival elevator in Hammer select it, click on "Edit instance".
Now search for the Portal gun and change its properties to only be able of shooting one Portal.
Save the elevator under a new name. (e.g. "PETI_arr_elev_singlePortal")
Use this elevator in your map instead of the other one. Voila.EDIT: I've tried to play the map in your signature, but it is a .vpk.
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Maybe you should change that.
What Portals the player can shoot is dependant of what Portal gun he uses. I have looked at the PeTI elevators, they teleport your Portalgun to you. (What a service )
Search for your arrival elevator in Hammer select it, click on "Edit instance".
Now search for the Portal gun and change its properties to only be able of shooting one Portal.
Save the elevator under a new name. (e.g. "PETI_arr_elev_singlePortal")
Use this elevator in your map instead of the other one. Voila.
EDIT: I've tried to play the map in your signature, but it is a .vpk.
Maybe you should change that.
Quote from RubbishyUsername on June 5, 2012, 2:10 pmThanks. Yeah, I never got round to uploading my signature map to the workshop. I should probably replace it.
And thanks for the info Brainstone about the teleporting portal gun.I've managed to get the orange portal working fine, but my edited instance does not stop you from firing orange portals. I think it might still be upgrading the portal gun. Any ideas?
Thanks. Yeah, I never got round to uploading my signature map to the workshop. I should probably replace it.
And thanks for the info Brainstone about the teleporting portal gun.
I've managed to get the orange portal working fine, but my edited instance does not stop you from firing orange portals. I think it might still be upgrading the portal gun. Any ideas?

Quote from Lpfreaky90 on June 5, 2012, 2:30 pmRubbishyUsername wrote:Wow thanks!Will this stop the player being able to place orange portals as well? I'm virtually hammer illiterate, you know.
EDIT: In fact, I could probably do with a run through of what this instance can do and what you need to do and what you need to do to it.
EDIT: IN FACT, rather than beating around the bush, why donn't I just tell you what I want to do. I want to spawn an orange portal when the map loads and ensure that the player can't place orange portals.
If you just give the portalgun only one portal you should be fine.
I think the inputs and outputs for the instance speak for itself, place that instance and take two seconds to see what they allow. I believe there's something called orange_portal_relay and a blue one. And a close.Just opening up the orange portal should do the trick. I'm not 100% sure about the names but I can't check that out at the moment. But it should really be easy to use
Will this stop the player being able to place orange portals as well? I'm virtually hammer illiterate, you know.
EDIT: In fact, I could probably do with a run through of what this instance can do and what you need to do and what you need to do to it.
EDIT: IN FACT, rather than beating around the bush, why donn't I just tell you what I want to do. I want to spawn an orange portal when the map loads and ensure that the player can't place orange portals.
If you just give the portalgun only one portal you should be fine.
I think the inputs and outputs for the instance speak for itself, place that instance and take two seconds to see what they allow. I believe there's something called orange_portal_relay and a blue one. And a close.
Just opening up the orange portal should do the trick. I'm not 100% sure about the names but I can't check that out at the moment. But it should really be easy to use
Quote from RubbishyUsername on June 5, 2012, 3:02 pmYou're right, I was just lazy and confused when I opened it up and saw a brush entity. Nice move by the way, including the brush entity to do the portal lights automatically.
But I'm afraid you can't give the portal gun one portal and it be fine - you still spawn with both portals available. I'm thinking this is similar to the persistent potato problem.
You're right, I was just lazy and confused when I opened it up and saw a brush entity. Nice move by the way, including the brush entity to do the portal lights automatically.
But I'm afraid you can't give the portal gun one portal and it be fine - you still spawn with both portals available. I'm thinking this is similar to the persistent potato problem.

Quote from Brainstone on June 5, 2012, 3:37 pmOkay, I was wrong, it is not like I thought. Try the following.
You can do it like I do in my current mod maps.
Somewhere in your map must be a entry_exit_transition instance. Delete it.
Delete the start elevator instance.Then build an arrival elevator, like you were used to before PeTI: With a base and a logic part. Look on th VDC if you need help on this step.
After that, use my Entry instance.
Then place the instance p2editor/globalPTIents anywhere in your map.The problem with this is, that currently I can't get the elevator videos to work. I'm working on how to fix this, though. Also, I think that your videos wouldn't work the other way.
Okay, I was wrong, it is not like I thought. Try the following.
You can do it like I do in my current mod maps.
Somewhere in your map must be a entry_exit_transition instance. Delete it.
Delete the start elevator instance.
Then build an arrival elevator, like you were used to before PeTI: With a base and a logic part. Look on th VDC if you need help on this step.
After that, use my Entry instance.
Then place the instance p2editor/globalPTIents anywhere in your map.
The problem with this is, that currently I can't get the elevator videos to work. I'm working on how to fix this, though. Also, I think that your videos wouldn't work the other way.
Quote from RubbishyUsername on June 5, 2012, 3:45 pmI doubt that will be the only problem. How did we solve the problem with the potatogun before the dlc? It was with the arrival departure transition instance, right?
I doubt that will be the only problem. How did we solve the problem with the potatogun before the dlc? It was with the arrival departure transition instance, right?

Quote from Brainstone on June 5, 2012, 3:47 pmAs long as your levelname does not start with sp_ that should be no problem... just look at the instance. It doesn't run any scrpits btw.
EDIT: +I forgot to add, that you will additionally need to place the instance/p2editor/globalPTIents again, because you have deleted it with the elevator.
But it will work out, believe me.
As long as your levelname does not start with sp_ that should be no problem... just look at the instance. It doesn't run any scrpits btw.
EDIT: +I forgot to add, that you will additionally need to place the instance/p2editor/globalPTIents again, because you have deleted it with the elevator.
But it will work out, believe me.