[SOLVED]Elevator Spawn w/o Portal Gun/only with one Portal?
Quote from Komali100 on August 23, 2012, 10:17 pmChickenMobile wrote:Edit the instance and remove the script that calls the giving of the portalgun. Done.Do you mean the script inside the "arrival_departure_transition_ents.vmf" instance?
I tried deleting that script and when I loaded the map, there was nothing but the crosshairs and darkness. Can you help me? Do I need to copy and edit the actual transition script?
Do you mean the script inside the "arrival_departure_transition_ents.vmf" instance?
I tried deleting that script and when I loaded the map, there was nothing but the crosshairs and darkness. Can you help me? Do I need to copy and edit the actual transition script?

Quote from RectorRocks on August 24, 2012, 2:14 amI solved it by deleting the outputs in the logic_auto in my arrival_departure_transition_ents.vmf.
Originally, the outputs were:
OnMapSpawn -> command -> Command -> give_portalgun -> 0.00
OnMapSpawn -> command -> Command -> upgrade_portalgun -> 0.10
Deleting both of the outputs will result in the player not having the portal gun, while deleting only the "upgrade_portalgun" output will result in the player having only a single-portal variant portal gun (Portal gun that can only shoot blue portals)
I solved it by deleting the outputs in the logic_auto in my arrival_departure_transition_ents.vmf.
Originally, the outputs were:
OnMapSpawn -> command -> Command -> give_portalgun -> 0.00
OnMapSpawn -> command -> Command -> upgrade_portalgun -> 0.10
Deleting both of the outputs will result in the player not having the portal gun, while deleting only the "upgrade_portalgun" output will result in the player having only a single-portal variant portal gun (Portal gun that can only shoot blue portals)
Quote from Caden on February 14, 2013, 9:37 pmRectorRocks wrote:I solved it by deleting the outputs in the logic_auto in my arrival_departure_transition_ents.vmf.
Originally, the outputs were:
OnMapSpawn -> command -> Command -> give_portalgun -> 0.00
OnMapSpawn -> command -> Command -> upgrade_portalgun -> 0.10
Deleting both of the outputs will result in the player not having the portal gun, while deleting only the "upgrade_portalgun" output will result in the player having only a single-portal variant portal gun (Portal gun that can only shoot blue portals)To be clear you said that you opened up the arrival_departure_transition_ents.vmf and then modified a logic_auto... well I don't see a logic_auto so what am I supposed to do!?
Originally, the outputs were:
OnMapSpawn -> command -> Command -> give_portalgun -> 0.00
OnMapSpawn -> command -> Command -> upgrade_portalgun -> 0.10
Deleting both of the outputs will result in the player not having the portal gun, while deleting only the "upgrade_portalgun" output will result in the player having only a single-portal variant portal gun (Portal gun that can only shoot blue portals)
To be clear you said that you opened up the arrival_departure_transition_ents.vmf and then modified a logic_auto... well I don't see a logic_auto so what am I supposed to do!?

Quote from josepezdj on February 15, 2013, 5:46 amCaden wrote:To be clear you said that you opened up the arrival_departure_transition_ents.vmf and then modified a logic_auto... well I don't see a logic_auto so what am I supposed to do!?You have 3 main "rooms" into the instance; check into the thinnest one, there several logic_relays and logic_autos. Look into their outputs tab.
You have 3 main "rooms" into the instance; check into the thinnest one, there several logic_relays and logic_autos. Look into their outputs tab.

Quote from RectorRocks on February 15, 2013, 5:52 amSorry, I forget to mention that my arrival_departure_transition_ents.vmf is from "Good Enough for Science" map. It comes with the vmf.
Or just use Brainstone's elevator instances. I just that now.
Sorry, I forget to mention that my arrival_departure_transition_ents.vmf is from "Good Enough for Science" map. It comes with the vmf.
Or just use Brainstone's elevator instances. I just that now.

Quote from BenVlodgi on February 15, 2013, 6:17 amjust cover the starting elevator with a weapon strip, with the kill weapon option checked.... dont mess with instances, they generally shouldn't be changed
just cover the starting elevator with a weapon strip, with the kill weapon option checked.... dont mess with instances, they generally shouldn't be changed

Quote from josepezdj on February 15, 2013, 6:19 amRectorRocks wrote:Sorry, I forget to mention that my arrival_departure_transition_ents.vmf is from "Good Enough for Science" map. It comes with the vmf.Or just use Brainstone's elevator instances. I just that now.
That doesn't really matters... I assure you those outputs are there into the stock instances as well
Or just use Brainstone's elevator instances. I just that now.
That doesn't really matters... I assure you those outputs are there into the stock instances as well

Quote from Gemarakup on February 15, 2013, 9:02 amBenVlodgi wrote:just cover the starting elevator with a weapon strip, with the kill weapon option checked.... dont mess with instances, they generally shouldn't be changedCan't you just copy the instances and edit them with the custom transition script?
Can't you just copy the instances and edit them with the custom transition script?
Quote from Caden on February 15, 2013, 9:30 amjosepezdj wrote:Caden wrote:To be clear you said that you opened up the arrival_departure_transition_ents.vmf and then modified a logic_auto... well I don't see a logic_auto so what am I supposed to do!?You have 3 main "rooms" into the instance; check into the thinnest one, there several logic_relays and logic_autos. Look into their outputs tab.
Should I be concerned there aren't any logic_autos?
You have 3 main "rooms" into the instance; check into the thinnest one, there several logic_relays and logic_autos. Look into their outputs tab.
Should I be concerned there aren't any logic_autos?