Please or Register to create posts and topics.

[SP] Sendificate

PreviousPage 10 of 12Next

will you upload the instance of the sending device somewhere for others to use?
It could really brin some very original maps.

Oh crap, I forgot that the readme file is of course no longer available with the workshop version. That contained the link to the source files.

Here it is:
http://dl.dropbox.com/u/51831059/Portal ... _v3_src.7z
Licence: http://creativecommons.org/licenses/by/3.0/

It's slightly out of date; with this version you have to do a lot of special stuff to handle glass correctly. The version I currently have, handles glass automatically. I'll update the source archive when I have some time, and put this link in the workshop description.

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

Thanks a lot. :D
This is gonna be awesome.
I am making a new facility like aperture and i need some new elements and this is just perfect.

Just thought i'd let you know:

I tried loading up the test map, and when I compiled (without edits) the sendificators did not work. (that or the buttons are not working) There was no script error in the console, so I am not sure what went wrong.

EDIT: Ignore the above, it's me being stupid: I collapsed the instances by accident.

Also I'd like to ask two things:

1. Can I use this in one of my maps as-is (ie add a sendificator to the map)?

2. Can I edit this to do something similar?

You would ofc get full credit for the script.

Image

Answer to both 1 and 2: yes!

I have still not found the time to update the source archive with my current version, which removes the awkward workaround for windows. (Or rather: I completely forgot about it.) I'll do my best to make some time for that next week, because it would be awesome to see this used in more maps!

(The interface will not change; updating is just a matter of dropping in new instances + script and re-compiling.)

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
HMW wrote:
Answer to both 1 and 2: yes!

I have still not found the time to update the source archive with my current version, which removes the awkward workaround for windows. (Or rather: I completely forgot about it.) I'll do my best to make some time for that next week, because it would be awesome to see this used in more maps!

(The interface will not change; updating is just a matter of dropping in new instances + script and re-compiling.)

Thank you! I'll make sure you receive credit. :)

EDIT: One last question: Does this work in Coop?

EDIT2: The anwser is both yes and no. It does it's job, but it does not go through portals (probably too many to account for, maybe you need two portal detectors, one for each portal pair?)

Image

I haven't tested coop yet. (Heck, I haven't ever played coop yet in any meaningful way.)

The current code assumes 2 portals max, which makes things easy since when the tracing code detects a portal, it just looks up the other portal that it isn't detecting and continues from there.

Having two portal detectors seems like a good way to go about it. Perhaps we can have each detector set the "sendtor_active" variable to a different value, to tell them apart. (Instead of just true/false, have it be 0 = off, 1 = ballbot portal, 2 = eggbot portal. Something like that.)

I'll have to experiment a bit, but as I said, I don't have much experience with coop. If you would like to tinker around with it yourself, go right ahead!

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

EDIT: Whoops, hit quote then post too quickly.

Anyway i'm having headway intomaking it coop-compatible.

What you WILL need to do, on your end if you want this to be coop-compatible as well as sp, is open every instance with a "logic_auto" in it, and copy the I/O again but now have it be "OnMultiNewMap" instead of "OnMapSpawn". "OnMapSpawn" is not called in coop, the other output is. This won't affect sp at all, and make it work in coop. (You need some script edits too but i'm working on that.)

(For the record, Chell's portal ID (0) is NOT Altas's ID. This caused me some initial confusion. Atlas's ID is 1, and P-Body's is 2.)

Image

Sorry for double post but:

Image

I got it working! (Ignore the missing machine/laser, I was breaking down how you did things and accidentally saved.)

To get around which portal was which I cheated: I named all the coop portals in an instance and just loaded them into an array. There's probably a better way, but I don't know if you can get the linkage ID from a portal.

Granted this is ss_map, not real coop, but I think it will work there too.

I need to steamroll a few things before I upload here for you, but it's working! :D

Image

Wow, that's quick :D Excellent work!

I don't entirely understand what you mean by "naming the coop portals". Did you pre-place named prop_portal entities in the map?

I was thinking about having two map-enveloping detectors, one for each portal ID. Each then sets the sendtor_active variable to something different so the script can tell them apart. But perhaps your method is easier. I'm looking forward to seeing what you made!

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
PreviousPage 10 of 12Next