Transition refuses to work -solved-
Quote from Brainstone on November 4, 2011, 6:22 pmI'm doing everything as described here: http://developer.valvesoftware.com/wiki/Level_Transition_%28Portal_2%29
But the transition refuses to work - I see that the text at the end of the level changes the way I edited it in "my_arrival_departure_transition", but the transition itself does not work. Plase help me.
EDIT: The problem is now solved
I'm doing everything as described here: http://developer.valvesoftware.com/wiki/Level_Transition_%28Portal_2%29
But the transition refuses to work - I see that the text at the end of the level changes the way I edited it in "my_arrival_departure_transition", but the transition itself does not work. Plase help me.
EDIT: The problem is now solved
Quote from CaretCaret on November 4, 2011, 6:35 pmI just put a trigger_transition and info_landmark in the elevators.
I just put a trigger_transition and info_landmark in the elevators.
"I hear voices. But I ignore them and I just carry on killing."
Quote from Brainstone on November 4, 2011, 7:08 pmWell, I had that, too. But it wouldn't show loading screens, so I wanted to try this method. Also, I'm interested, how did you have the player start in the elevator? And without the potatoegun?
Well, I had that, too. But it wouldn't show loading screens, so I wanted to try this method. Also, I'm interested, how did you have the player start in the elevator? And without the potatoegun?
Quote from spongylover123 on November 4, 2011, 7:17 pmYou have to edit the sp_transition_list.nut to start without a potato gun
You have to edit the sp_transition_list.nut to start without a potato gun
Quote from Brainstone on November 4, 2011, 7:56 pm
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I did that - Please have a look at my first post.
However I asked CaretCaret, who used a different method, how he was doing it.
I did that - Please have a look at my first post.
However I asked CaretCaret, who used a different method, how he was doing it.
Quote from CaretCaret on November 5, 2011, 5:46 amBrainstoneX wrote:Well, I had that, too. But it wouldn't show loading screens, so I wanted to try this method. Also, I'm interested, how did you have the player start in the elevator? And without the potatoegun?Well I think theres a console command for removing the potato. And theres an instance for having the player start in the elevator... Dont have my computer right now so I cant check, sorry.
Well I think theres a console command for removing the potato. And theres an instance for having the player start in the elevator... Dont have my computer right now so I cant check, sorry.
"I hear voices. But I ignore them and I just carry on killing."
Quote from Hzamd on November 5, 2011, 6:58 amFor the potato : use a logic_auto which trigger a logic_playerproxy with this following outpu
OnMapSpawn; Logic_playerproxy; remove potato from portalgun; Delay :0,5
The delay is very important
And for the transition I have had the same problem
Just look this video and do as explained, it works
http://www.youtube.com/user/SolarChronus#p/u/13/er5wplwYlHI
For the potato : use a logic_auto which trigger a logic_playerproxy with this following outpu
OnMapSpawn; Logic_playerproxy; remove potato from portalgun; Delay :0,5
The delay is very important
And for the transition I have had the same problem
Just look this video and do as explained, it works
http://www.youtube.com/user/SolarChronus#p/u/13/er5wplwYlHI
http://portal.biringa.com/images/d/d4/Announcer_prehub18.wav
Quote from ChickenMobile on November 5, 2011, 8:12 amTechnically the loading screens are just videos that are played. See how the coop loading screens are done, perhaps you can get around using Valve's way (and by using your own custom script).
Technically the loading screens are just videos that are played. See how the coop loading screens are done, perhaps you can get around using Valve's way (and by using your own custom script).
Quote from protoborg on November 5, 2011, 1:18 pmThe tutorial in the Valve wiki left out "sp_elevator_motif.nut". It only mentions "sp_transition_list.nut". I can understand the OP's problem as I had the same problem.
The tutorial in the Valve wiki left out "sp_elevator_motif.nut". It only mentions "sp_transition_list.nut". I can understand the OP's problem as I had the same problem.
Quote from protoborg on November 5, 2011, 1:25 pmHzamd wrote:For the potato : use a logic_auto which trigger a logic_playerproxy with this following output
OnMapSpawn; Logic_playerproxy; remove potato from portalgun; Delay :0.5
The delay is very important
And for the transition I have had the same problem
Just look this video and do as explained, it works
http://www.youtube.com/user/SolarChronus#p/u/13/er5wplwYlHIThe correct syntax is actually "RemovePotatosFromPortalgun". You can find it in the dropdown list under "via this input" in the logic_auto. I also use a delay of 0.2 seconds as that seems to be enough.
OnMapSpawn; Logic_playerproxy; remove potato from portalgun; Delay :0.5
The delay is very important
And for the transition I have had the same problem
Just look this video and do as explained, it works
http://www.youtube.com/user/SolarChronus#p/u/13/er5wplwYlHI
The correct syntax is actually "RemovePotatosFromPortalgun". You can find it in the dropdown list under "via this input" in the logic_auto. I also use a delay of 0.2 seconds as that seems to be enough.

