Problem with potatogun
Quote from beecake on January 20, 2012, 12:31 pmSo i want to continue my previous level in a new map. I tried it once, and wanted to try a new way to give the player a portalgun. I used the point_client_command and the commands:
sv_cheats 1
give_player_portalgun
upgrade_portalgunThen i played the level, and somehow i also have a potato on my gun. I did not use the command: give_player_potatogun
Then i deleted the level COMPLETELY (deleted the files too) and made a new level with the same name. Now when i spawn i already has a POTATOgun even without placing a portalgun in my map... Wth?
Can anyone help me out here...
In the Console i can see it says
=======================Trying to GivePlayerPortalgun
=======================Trying to UpgradePlayerPortalgun
=======================Trying to UpgradePlayerPotatogun
When i load the map.EDIT: I found out how to remove it: Using the playerproxy... but this doesnt explain why it still tries to put a potatogun to the player
So i want to continue my previous level in a new map. I tried it once, and wanted to try a new way to give the player a portalgun. I used the point_client_command and the commands:
sv_cheats 1
give_player_portalgun
upgrade_portalgun
Then i played the level, and somehow i also have a potato on my gun. I did not use the command: give_player_potatogun
Then i deleted the level COMPLETELY (deleted the files too) and made a new level with the same name. Now when i spawn i already has a POTATOgun even without placing a portalgun in my map... Wth?
Can anyone help me out here...
In the Console i can see it says
=======================Trying to GivePlayerPortalgun
=======================Trying to UpgradePlayerPortalgun
=======================Trying to UpgradePlayerPotatogun
When i load the map.
EDIT: I found out how to remove it: Using the playerproxy... but this doesnt explain why it still tries to put a potatogun to the player
Quote from angelsl on January 20, 2012, 12:46 pmDid you use any of the elevator instances with the transition helper entity?
That automatically gives the Potato Gun, unless you modify the script it works using.
Did you use any of the elevator instances with the transition helper entity?
That automatically gives the Potato Gun, unless you modify the script it works using.
Quote from beecake on January 20, 2012, 12:50 pmNo i did not... yes i did it in the map which i copied a small part of it to the "fail"map. But that shouldn't afflict a new map right?
No i did not... yes i did it in the map which i copied a small part of it to the "fail"map. But that shouldn't afflict a new map right?
Quote from Pitkakorvaa on January 20, 2012, 3:25 pmI can't know does this work, but least you can try.
There: sv_cheats 1 > impulse 200 > give weapon_potralgun > upgrade_potralgun.
I can't know does this work, but least you can try.
There: sv_cheats 1 > impulse 200 > give weapon_potralgun > upgrade_potralgun.
Quote from Spam Nugget on January 20, 2012, 8:31 pmRead this: forums.thinking.withportals.com/post57045.html
And search first next time.I swear that thread should be stickied
Read this: forums.thinking.withportals.com/post57045.html
And search first next time.
I swear that thread should be stickied

I think in terms of boolean variables. Generally, it makes things easier.
Quote from beecake on January 21, 2012, 6:03 amIt didn't help that much, because my map is starting with "sp_" but the potato kept coming, and there is no transition_instance in the map
It didn't help that much, because my map is starting with "sp_" but the potato kept coming, and there is no transition_instance in the map
Quote from Spam Nugget on January 21, 2012, 8:18 amYeah have a look at this post there:
KennKong wrote:DO NOT USE THE ATTACHED FILE IN YOUR PORTAL2 HEIRARCHY! IT WILL BREAK YOUR GAME!!!
The attached file has a .txt extension, it must be changed to .nut to work.I created a custom mod to run my single player custom maps. I have modified the <Custom Mod Dir>scriptsvscriptstransitionssp_transition_list.nut file to support additional features.
1. Allows series of maps to be added which will be played in order, returning to the menu after the last one.
2. Controls which gun a map starts with (if the map doesn't do it itself).When I add maps to my custom mod, I will update this file to make it start with the right portal gun if the map doesn't do it itself. I may add custom titles if the map doesn't have them (an original Valve feature). I can use this file to create series of maps, if they don't change maps themselves.
This file is provided only as an example. Use it for ideas on creating your own. Let me know if there are obvious bugs in this one, and if you have any ideas for improving it.
Yeah have a look at this post there:
The attached file has a .txt extension, it must be changed to .nut to work.
I created a custom mod to run my single player custom maps. I have modified the <Custom Mod Dir>scriptsvscriptstransitionssp_transition_list.nut file to support additional features.
1. Allows series of maps to be added which will be played in order, returning to the menu after the last one.
2. Controls which gun a map starts with (if the map doesn't do it itself).
When I add maps to my custom mod, I will update this file to make it start with the right portal gun if the map doesn't do it itself. I may add custom titles if the map doesn't have them (an original Valve feature). I can use this file to create series of maps, if they don't change maps themselves.
This file is provided only as an example. Use it for ideas on creating your own. Let me know if there are obvious bugs in this one, and if you have any ideas for improving it.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Skotty on January 21, 2012, 3:08 pmSomewhere here on TWP I read the following:
If you load a map called sp_* via the normal menu it will automaticly load a script. This script gives you a PotatOS Portalgun.
There is an entity called "player proxy" or something like that. It has an input that removes the potato from your Portalgun.
Somewhere here on TWP I read the following:
If you load a map called sp_* via the normal menu it will automaticly load a script. This script gives you a PotatOS Portalgun.
There is an entity called "player proxy" or something like that. It has an input that removes the potato from your Portalgun.
Quote from Robdon on January 21, 2012, 3:26 pmHi,
You can remove the potato with...
Add 2 entities to your map:
1) logic_playerproxy, give it a name, like 'PlayerOptions'
2) logic_autoIn the logic_auto, add an output:
MyOutput: OnMapSpawn
Target Entity: PlayerOptions
Via this input: RemovePotatosFromPortalgun
Delay: 0.5The Delay is important.
HTHs,
Rob.
Hi,
You can remove the potato with...
Add 2 entities to your map:
1) logic_playerproxy, give it a name, like 'PlayerOptions'
2) logic_auto
In the logic_auto, add an output:
MyOutput: OnMapSpawn
Target Entity: PlayerOptions
Via this input: RemovePotatosFromPortalgun
Delay: 0.5
The Delay is important.
HTHs,
Rob.

