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Transition refuses to work -solved-

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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

The Aperture Alpha
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I just put a trigger_transition and info_landmark in the elevators.

12 Angry Tests
"I hear voices. But I ignore them and I just carry on killing."

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?

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You have to edit the sp_transition_list.nut to start without a potato gun

:sigh:

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.

The Aperture Alpha
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BrainstoneX 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.

12 Angry Tests
"I hear voices. But I ignore them and I just carry on killing."

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

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http://portal.biringa.com/images/d/d4/Announcer_prehub18.wav

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).

?????????????????????????????TWP Releases | My Workshop

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.

Wow! That was...uh, yeah. Just, yeah.
Hzamd 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/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.

Wow! That was...uh, yeah. Just, yeah.
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