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The Potato

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I am making a map, and am wondering, which instance puts in the portal gun? Is it the elevator base, logic or the transitions? I need to edit it so there is no potato.

thanks

It's the transitions.

Msleeper posted somewhere a modified one where I believe you can change the state of the portalgun. Check the instances sticky thread.

Hear the turret, for it is knell. It summons thee to heaven, or to hell.
p0rtalplayer wrote:
It's the transitions.

Msleeper posted somewhere a modified one where I believe you can change the state of the portalgun. Check the instances sticky thread.

And msleeper's sig for that matter.

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Download msleeper's custom transitions instance
Good Enough For Science (Instance Example + VMF)

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"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."

ITT: all sorts of advertisement.

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I'm using msleeper's instance together with turbine_elevator/arrival_elevator_a4_(base|logic).vmf, but I still spawn with the potato gun. I've looked inside the instance and there is indeed a logic_auto which calls give_portalgun and upgrade_portalgun, but I still get the potatogun. I tried switching arrival_elevator_a4_logic to just arrival_elevator_logic, like in sp_good_enough_for_science, but I still spawn with potato gun. Is there something I have to do so that I don't get the potatogun?

The arrival/departure elevator base and arrival/departure logic instances have nothing to do with spawning the potato gun. Are you sure that you are using my modified transition_ents instance? Are you sure you don't still have the original one there?

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ok, maybe I am the dumbest moron who ever lived, because I just can't figure out how to spawn in the elevator without the portal gun. I'm a newbie into this wonderful (and quite terrifying) world of sdk's. I really searched the net for an answer, but couldn't find it. I'm using the modified transition_ents msleeper made, and it actually removed the potato. But, I ask you, is there a way to spawn in the elevator without the portal gun?

You will have to edit the modified transition_ents to remove the outputs to the point_clientcommand entity. That is what gives the portalgun.

I am going to make another version of the transition_ents that is much more configurable for users, and give you options to do these things.

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Alternatively you can use a considerably less-clean method to just strip off the Potatogun and give you a freshly upgraded one.

You'd add a 'player_weapon_strip' and give it a name like 'portalgun_stripper' and then you can add a new logic_auto to your map with three outputs:

OnMapSpawn -> portalgun_stripper -> Strip (0.05)
OnMapSpawn -> @command -> Command -> give_portalgun (0.10)
OnMapSpawn -> @command -> Command -> upgrade_portalgun (0.15)

'@command' is point_clientcommand entity that's added to your map with, I think, the standard transition_ents (or possibly the global_ents? I forget offhand right now). If you have the appropriate instance in your map you never have to create your own point_clientcommand and can just fire everything directly to @command.

Anywho, this would potentially give you finer control if you wanted to just give the player the 'blue-only' gun (you'd just leave off the last 'upgrade_portalgun') but it's a total hack-y workaround. A fully configurable transition_ents with booleans for the different portal upgrade 'levels' would be much better.

I was actually going to set one of these up later tonight but if you're already on it msleeper, I'll just wait for yours. ;) Are you incorporating animerunt's subtitle options?

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