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Return of the evil potato

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Hey guys!

When using Valve's arrival_departure_transition instance, you get a potato gun on spawn by default. So instead of fixing it the hard way me and alot of other ppl went for the easy way and used msleeper's custom instance (many thanks btw! :D).

But now all of a sudden the damn potato is back! and apparently for a while but i didnt notice untill now... :S Strange thing is i didn't change the instance, only set the arrival and departure videos.

What else could possibly force me to spawn WITH potato? Among all my entities i only have 2 logic_auto's and some simple logic_relay's that only start animations and parent panels 'n such.

Dunno how to get rid of it no more :S and i don't wanna use the dirty weapon strip/give/upgrade workaround with clientcommands... halp! :P

Thanks in advance!

.:: [SP] Lost in Testing :: #1 :: #2 :: #3 :: #4 ::.

Either create a copy of the instance and change the gun settings, or download and use this http://forums.thinking.withportals.com/community-releases/portal2-sdk-customizable-spawn-map-options-mod-t3496.html

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Which elevator instances are you using, the clean a4 ones? I seem to remember there being separate logic in the a4 elevators that also gives you the potato gun.

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No i've only used altered versions of the desroyed ones... but it's possible it came after adding the exit elevator.... ill go check out my instances first. thx for the hints & tips so far :)

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Havn't found any logic_auto's that would give me a potatogun in my elevator instances... and creating a new blank room with just 1 entry elevator (which i know works like it should) and msleepers custom transition instance... i still get the potato gun... wtf!? :S

.:: [SP] Lost in Testing :: #1 :: #2 :: #3 :: #4 ::.

its cause by the global ents instance. after i delete it and go ingame its not there anymore.

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KenJeKenny!? wrote:
Havn't found any logic_auto's that would give me a potatogun in my elevator instances... and creating a new blank room with just 1 entry elevator (which i know works like it should) and msleepers custom transition instance... i still get the potato gun... wtf!? :S

It wouldn't be a logic_auto that causes it, it would be a point_clientcommand which is found in the arrival_departure_transition_ents.vmf which is controlled by the sp_transition_list.nut.

LATTEH wrote:
its cause by the global ents instance. after i delete it and go ingame its not there anymore.

That would make no sense... Because i went through the global ents .vmf file and there wasnt a single entity that would give the player a portal gun.

Marlovious wrote:
It wouldn't be a logic_auto that causes it, it would be a point_clientcommand which is found in the arrival_departure_transition_ents.vmf which is controlled by the sp_transition_list.nut.

Yeh i know but i've been searching for the logic_auto's because thats where the "triggering" starts sorta speak...

and im using the custom arrival_departure_transition_ents.vmf from msleeper (which so far have worked for everybody except me :P)

.:: [SP] Lost in Testing :: #1 :: #2 :: #3 :: #4 ::.

FYI, if you are using the default "global_ents.vmf", it is the same as having an unmodified arrival_departure_transition_ents as they both have a point_clientcommand named "@command". The sp_transition_list.nut is telling "@command" to upgrade to a potato gun.

Has msleeper just renamed the point_clientcommand in the arrival_departure_transition so it won't have a potato anymore? and because i placed the global_ents with the @command in there it gets triggered again (by something)?

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