Testchamber Lightboards script help
Quote from RageCompeX on May 28, 2011, 8:44 pmHey!
Well my subject describes exely what problems I still have before my map is done, can't wait to share it!
General info, my map is co-op, co-op elevators are made, works fine.
Also, There are NO errors related to scripts or anything that could tell me what the problem is!Sound [FIXED]
I will start with the Sound, because that's the easyest one, I think.
So the problem is I want a background sound playing during the map.
Made a ambient_generic and ive found this music name what I found nice: music.sp_a4_finale4_b1
After that I just made a logic_auto: OnMapSpawn PlaySound. I've no idea what i'm doing wrong, in Hammer I hear the music and in portal I don't. Also there are some sounds I don't hear but that has to do something with codic of the sound Ive heard.
Flags of the sound, all different combinations tried (dam waste time)
EDIT:this one solved, apperently I missed one combination with the Flags, needs to be start silent and play everywhere checked, and is not looped not.
Other problem, crushers sound is everywhere(nope not checked in flags), I don't want them everywhere, because it gets annoying, my audible distance is very short..
thx BritsProblem 2.
uhm Lightboards or Transition...hmm well Transition then!Transitions [FIXED]
First Ive watched a tutorial, but that was for the single player version, so I was trying to make my own, found the coop one here: scriptsvscriptsdebug_scripts
somehow it has to be much harder for co-op then for sp I think,but ok, ive searched on the wiki and found this one: http://developer.valvesoftware.com/wiki/Level_Transition_(Portal_2)
under Modifed endlevel I was starting, I made the same script and replaced it for my maps, so just under the MapPlayOrder. So it just looks like this
MapPlayOrder<- [
"mp_coop_myfirstmap",
"TESTMAP"and the rest is the same as on that page. And it's not working, yes I didn't forgot the step to create the script in the instance. in console it just said nextmap= 1. two times, but just unlimited load.
I think I could paste the maps somehwere between the other ones, but ofcourse I wan't it distributed and don't want to large script files.
EDIT:Added the coop_lighting_ents instance and it works, thx zompistLightboards
Also here I watched a tutorial, but ofcourse again it's the singeplayer one
but this looks a little easyer to me, and I just edited this file.
So what I did:
You first see all the "tracks" So I just created a Track 6, that is identical the one of them but I just have some different icons.
You guys know it has to be tab, I can't do that here (I guess?)
"Track_6"
{
"cube_drop" "1"
"cube_button" "1"
"crushers" "1"
"laser_cube" "1"
"turret" "1"
"tbeams" "1"
"button_stand" "1"
}
}
just like that. if you wonder, second } because it's the end of all tracks.
Then part 2 is all the way at the bottom where I made this
//TRACK 6
"mp_coop_myfirstmap"
{
"cube_drop" "1"
"cube_button" "1"
"crushers" "1"
"laser_cube" "1"
"turret" "1"
"tbeams" "1"
"button_stand" "1"
}
}
}again those 3 }, 1 closes my map, 1 closes all maps, 1 closes script...
then I didn't even said what testchamber number it is and stuff,because when I create more maps I want them in order ofcourse.I hope enough info, need anymore just tell me, whatever you want
Hey!
Well my subject describes exely what problems I still have before my map is done, can't wait to share it!
General info, my map is co-op, co-op elevators are made, works fine.
Also, There are NO errors related to scripts or anything that could tell me what the problem is!
Sound [FIXED]
I will start with the Sound, because that's the easyest one, I think.
So the problem is I want a background sound playing during the map.
Made a ambient_generic and ive found this music name what I found nice: music.sp_a4_finale4_b1
After that I just made a logic_auto: OnMapSpawn PlaySound. I've no idea what i'm doing wrong, in Hammer I hear the music and in portal I don't. Also there are some sounds I don't hear but that has to do something with codic of the sound Ive heard.
Flags of the sound, all different combinations tried (dam waste time)
EDIT:this one solved, apperently I missed one combination with the Flags, needs to be start silent and play everywhere checked, and is not looped not.
Other problem, crushers sound is everywhere(nope not checked in flags), I don't want them everywhere, because it gets annoying, my audible distance is very short..
thx Brits
Problem 2.
uhm Lightboards or Transition...hmm well Transition then!
Transitions [FIXED]
First Ive watched a tutorial, but that was for the single player version, so I was trying to make my own, found the coop one here: scriptsvscriptsdebug_scripts
somehow it has to be much harder for co-op then for sp I think,but ok, ive searched on the wiki and found this one: http://developer.valvesoftware.com/wiki/Level_Transition_(Portal_2)
under Modifed endlevel I was starting, I made the same script and replaced it for my maps, so just under the MapPlayOrder. So it just looks like this
MapPlayOrder<- [
"mp_coop_myfirstmap",
"TESTMAP"
and the rest is the same as on that page. And it's not working, yes I didn't forgot the step to create the script in the instance. in console it just said nextmap= 1. two times, but just unlimited load.
I think I could paste the maps somehwere between the other ones, but ofcourse I wan't it distributed and don't want to large script files.
EDIT:Added the coop_lighting_ents instance and it works, thx zompist
Lightboards
Also here I watched a tutorial, but ofcourse again it's the singeplayer one
but this looks a little easyer to me, and I just edited this file.
So what I did:
You first see all the "tracks" So I just created a Track 6, that is identical the one of them but I just have some different icons.
You guys know it has to be tab, I can't do that here (I guess?)
"Track_6"
{
"cube_drop" "1"
"cube_button" "1"
"crushers" "1"
"laser_cube" "1"
"turret" "1"
"tbeams" "1"
"button_stand" "1"
}
}
just like that. if you wonder, second } because it's the end of all tracks.
Then part 2 is all the way at the bottom where I made this
//TRACK 6
"mp_coop_myfirstmap"
{
"cube_drop" "1"
"cube_button" "1"
"crushers" "1"
"laser_cube" "1"
"turret" "1"
"tbeams" "1"
"button_stand" "1"
}
}
}
again those 3 }, 1 closes my map, 1 closes all maps, 1 closes script...
then I didn't even said what testchamber number it is and stuff,because when I create more maps I want them in order ofcourse.
I hope enough info, need anymore just tell me, whatever you want ![]()
Quote from Brits on May 28, 2011, 10:31 pmRageCompeX wrote:Sound
I will start with the Sound, because that's the easyest one, I think.
So the problem is I want a background sound playing during the map.
Made a ambient_generic and ive found this music name what I found nice: music.sp_a4_finale4_b1
After that I just made a logic_auto: OnMapSpawn PlaySound. I've no idea what i'm doing wrong, in Hammer I hear the music and in portal I don't. Also there are some sounds I don't hear but that has to do something with codic of the sound Ive heard.
Flags of the sound, all different combinations tried (dam waste time)I had a hard time with playing music too. Have you really tried all combinations? For me, checking the Start Silent flag finally made it work. (Play Everywhere is checked, Is Not Looped is not.) Then send a PlaySound with a logic_auto or logic_relay.
I will start with the Sound, because that's the easyest one, I think.
So the problem is I want a background sound playing during the map.
Made a ambient_generic and ive found this music name what I found nice: music.sp_a4_finale4_b1
After that I just made a logic_auto: OnMapSpawn PlaySound. I've no idea what i'm doing wrong, in Hammer I hear the music and in portal I don't. Also there are some sounds I don't hear but that has to do something with codic of the sound Ive heard.
Flags of the sound, all different combinations tried (dam waste time)
I had a hard time with playing music too. Have you really tried all combinations? For me, checking the Start Silent flag finally made it work. (Play Everywhere is checked, Is Not Looped is not.) Then send a PlaySound with a logic_auto or logic_relay.
Quote from zompist on May 29, 2011, 4:40 amOn the transitions, does "TESTMAP" really work standalone? My understanding was that coop map names have to start with mp_coop_.
On the transitions, does "TESTMAP" really work standalone? My understanding was that coop map names have to start with mp_coop_.
Quote from RageCompeX on May 29, 2011, 8:18 amzompist wrote:On the transitions, does "TESTMAP" really work standalone? My understanding was that coop map names have to start with mp_coop_.Yes it does, when the load was unlimited I just changed level to it and it works fine, online with someone else
Yes it does, when the load was unlimited I just changed level to it and it works fine, online with someone else
Quote from RageCompeX on May 29, 2011, 8:45 amBrits wrote:I had a hard time with playing music too. Have you really tried all combinations? For me, checking the Start Silent flag finally made it work. (Play Everywhere is checked, Is Not Looped is not.) Then send a PlaySound with a logic_auto or logic_relay.you are a fucking wizard...I was pretty sure ive had that one too...well now it works, in that case I gonna edit my post because there is another sound problem, I hear my crushers sound everywhere altrough the max audible distance is very small, any solution on that one,
thx alot btw, thats 1 problem solved
you are a fucking wizard...I was pretty sure ive had that one too...well now it works, in that case I gonna edit my post because there is another sound problem, I hear my crushers sound everywhere altrough the max audible distance is very small, any solution on that one,
thx alot btw, thats 1 problem solved
Quote from zompist on May 30, 2011, 1:45 amAnother check... did you include instances/coop/coop_lighting_ents.vmf? That's where the point_servercommand lives, which actually executes the changelevel... before I had it in my maps wouldn't load either.
Another check... did you include instances/coop/coop_lighting_ents.vmf? That's where the point_servercommand lives, which actually executes the changelevel... before I had it in my maps wouldn't load either.
Quote from RageCompeX on May 30, 2011, 8:56 amzompist wrote:Another check... did you include instances/coop/coop_lighting_ents.vmf? That's where the point_servercommand lives, which actually executes the changelevel... before I had it in my maps wouldn't load either.nope I don't have it in, will try that now, but the script I use is ok? thx for the advice
EDIT: OMFG THANKS!!
w00t another one solved, 1 left
nope I don't have it in, will try that now, but the script I use is ok? thx for the advice
EDIT: OMFG THANKS!!
w00t another one solved, 1 left ![]()
Quote from RageCompeX on June 1, 2011, 12:50 pmbump? am I allowed to, I would like to send my map for the contest so I want to fix this, please.
bump? am I allowed to, I would like to send my map for the contest so I want to fix this, please.
Quote from ChickenMobile on June 1, 2011, 2:11 pmIdolon wrote:Custom scripts aren't allowed in contest maps.Too true. I asked about this one in the 'frequently asked questions' thread and MSleeper said that custom signs are not allowed because absolutely no custom content is allowed unless it is produced through game I/O.
I'm not sure how you would make a sign only using I/O though.
Too true. I asked about this one in the 'frequently asked questions' thread and MSleeper said that custom signs are not allowed because absolutely no custom content is allowed unless it is produced through game I/O.
I'm not sure how you would make a sign only using I/O though.
