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Transition refuses to work -solved-

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spongylover123 wrote:
You have to edit the sp_transition_list.nut to start without a potato gun

No. You don't.

Wow! That was...uh, yeah. Just, yeah.
protoborg wrote:
spongylover123 wrote:
You have to edit the sp_transition_list.nut to start without a potato gun

No. You don't.

Yes you do, Take out FIRST_LEVEL_WITH_POTATO_GUN

The method mentioned is the simple way
If you look at a decompiled valve map, you will never find one of that enity used with that output.

And please don't triple post

spongylover123 wrote:
protoborg wrote:
spongylover123 wrote:
You have to edit the sp_transition_list.nut to start without a potato gun

No. You don't.

Yes you do

No you dont.

12 Angry Tests
"I hear voices. But I ignore them and I just carry on killing."
CaretCaret wrote:
No. You don't.

Yes and no. Just open Notepad++, and edit sp_transition_list.nut, and save it as <mapname/number>_transition_list.nut. Of course, there are many other ways.

:A Little Higher: :Tornate: :Blue Portals: :Vectronic: :Youtube: :Twitter: : ModDB: :Old Sig:

The more you give, the less appreciated it will be received.

The logic_auto and player_proxy way is the simplest way. There are of course other ways to do it.

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So I took an official arrival_departure_transitions instance out of instances/transitions and then edited the ofiicial sp_elevator_motifs.nut and the official sp_transition_list.nut

But. The. Transition. Will. Not. Work. Always the same "end of playtest". No matter, what I do. I watched out for capital letters and such. I also set the elevator speed in sp_elevator_motifs.nut to 10. But the elevator is exactly the same speed as it was before. I'm beginning to believe, that my arrival_departure instance is broken. I took a close look at it: The trigger, which should start the custom script entity, which leads to the transition script has no inputs.

Could someone please send me a copy of his arrival_departure instance? I'd be thankful for that.

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Is this single-player or co-op?

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

Single-Player. You should think it would be easy to create a darn transition.

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A map pack coming soon. - click for more information
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So your trying to make one level go to the next level? (If I'm reading this right)

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

You DO NOT need to edit any scripts.
The starting-behaviour of the gun is determined by the NAME OF YOUR MAP FILE.

See this thread for a full explanation:

mapping-help/map-names-and-startup-behavior-t4909.html

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"Such monstrous sucking-constructions aren't built within one afternoon"
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