Send outputs across maps?
Quote from Coretal on August 4, 2011, 9:13 pmI'm in the middle of creating a map for Portal 2, and I would like to create a sort of hub similar to the one in coop but for single player, rather than the usual linear set of test chambers. Like coop, the player would return to the "hub" after completing a designated set of test chambers and unlocks a new set. I've looked into the mechanics of the coop hub by decompiling the map itself, but the system is fairly complex and uses several scripts, and I haven't taken the time to learn how to manipulate those scripts.
As an alternative, would it be possible to send an output across different maps using entities? (i.e. pushing a button in map A will open a door in map B) If not, then does anyone know how to achieve the same effect using scripts? If necessary, I will take the time to learn how to use vscripts.
I'm in the middle of creating a map for Portal 2, and I would like to create a sort of hub similar to the one in coop but for single player, rather than the usual linear set of test chambers. Like coop, the player would return to the "hub" after completing a designated set of test chambers and unlocks a new set. I've looked into the mechanics of the coop hub by decompiling the map itself, but the system is fairly complex and uses several scripts, and I haven't taken the time to learn how to manipulate those scripts.
As an alternative, would it be possible to send an output across different maps using entities? (i.e. pushing a button in map A will open a door in map B) If not, then does anyone know how to achieve the same effect using scripts? If necessary, I will take the time to learn how to use vscripts.
Quote from iWork925 on August 4, 2011, 9:45 pmYou would have to use some sort of vscript or something like that, omnicoder is probably the one you want to talk to about that.
But just as an idea, if its custom maps, just have the hub open to all levels. People will play them sequentially, and if they don't like one map (like if it just another stupid laser relay puzzle) they have the choice to skip it by returning to the hub.
You would have to use some sort of vscript or something like that, omnicoder is probably the one you want to talk to about that.
But just as an idea, if its custom maps, just have the hub open to all levels. People will play them sequentially, and if they don't like one map (like if it just another stupid laser relay puzzle) they have the choice to skip it by returning to the hub.

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Quote from Skotty on August 4, 2011, 11:44 pmYou could use a logic_branch. By pressing the button, it's value gets set to 1. To get that value into the next map, you have to use trigger_transition. In the next map you have to create a logic_auto looking for this logic_branch and firing the output "Test". Now the logic_branch needs to send a output "OnTrue doorB open".
You could use a logic_branch. By pressing the button, it's value gets set to 1. To get that value into the next map, you have to use trigger_transition. In the next map you have to create a logic_auto looking for this logic_branch and firing the output "Test". Now the logic_branch needs to send a output "OnTrue doorB open".
Quote from Brainstone on August 5, 2011, 6:11 amI'm for iWorks solution. This is a win-win situation or the player and the creator. Most people will play the maps in order anyway.
I'm for iWorks solution. This is a win-win situation or the player and the creator. Most people will play the maps in order anyway.
Quote from Coretal on August 7, 2011, 4:39 pmiWork925 wrote:You would have to use some sort of vscript or something like that, omnicoder is probably the one you want to talk to about that.But just as an idea, if its custom maps, just have the hub open to all levels. People will play them sequentially, and if they don't like one map (like if it just another stupid laser relay puzzle) they have the choice to skip it by returning to the hub.
I guess that system could work, but eventually the player will have to complete it if they want to finish the level. If the player is so frustrated or disinterested in a chamber that he has to go back to the hub to choose a different one, then I'm not doing a good job as a mapper.
As for vscripts, I'll ask Omnicoder, but I don't think its possible to contact people directly on the forums. If anyone else knows how to script player progress in the coop hub, let me know.
But just as an idea, if its custom maps, just have the hub open to all levels. People will play them sequentially, and if they don't like one map (like if it just another stupid laser relay puzzle) they have the choice to skip it by returning to the hub.
I guess that system could work, but eventually the player will have to complete it if they want to finish the level. If the player is so frustrated or disinterested in a chamber that he has to go back to the hub to choose a different one, then I'm not doing a good job as a mapper.
As for vscripts, I'll ask Omnicoder, but I don't think its possible to contact people directly on the forums. If anyone else knows how to script player progress in the coop hub, let me know.

