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Working with Instances

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Maybe i'm being lazy/thick, but i kinda want a instance for an elevator that goes from floor to floor without needing to fade to black/load a new map inbetween. It's that or put each new textchamber in it's own map, which has pretty big downsides. Does anyone have one of these they could give me? My attempts at making one have cause portal 2 to crash rather than loading the map.

Well, I have my entrance elevator working like a charm. But there is one small problem with my exit elevator. I can't seem to get the elevator itself lined up with the floor around it. When I approach, the elevator doesn't open, and if I walk right up to it I fall through the gap in the floor. Anyone else had this issue, and if so how did you fix it?

(Edit: Nevermind. Got it working)

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Hm. I used your arrival-_departure_transition msleeper, but the potato still shows up. I also cannot change the text at the end: Whatever string I put for $end_text the only thing that appears is "www.thinking.withportals.com", but as I said I can't change it. Noone else seems to have this problem, though. I think you said, you needed to create something via script, so I think it may be, because I have no addon folder yet.

The Aperture Alpha
A map pack coming soon. - click for more information
Image

I don't know about the end text, I just got rid of it completely, but for the potato, all you really have to do is create a logic_playerproxy and a logic aoto. OnMapSpawn, send the player proxy an input of RemovePotatosFromPortalgun with a delay of 0.50.

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LeSwordfish wrote:
Maybe i'm being lazy/thick, but i kinda want a instance for an elevator that goes from floor to floor without needing to fade to black/load a new map inbetween. It's that or put each new textchamber in it's own map, which has pretty big downsides. Does anyone have one of these they could give me? My attempts at making one have cause portal 2 to crash rather than loading the map.

Should be a matter of setting the lift up like the original Portal maps I would have thought; just using the new models.

|---------------------------------------------------------|
|BaDOS64 - Beta System Test - Candidate version 0.0.3
|---------------------------------------------------------|
B:\>cd system
B:\system>io_startup
loading. . .
Good afternoon, gentlemen.

Well, seems like the potato is gone when you restart the game, but I still can't change or get rid of the text at the end of te map. Please help me.

The Aperture Alpha
A map pack coming soon. - click for more information
Image

There are text entities in the arrival departure ents instance. Also people... func_instance_parms and func_instance_io_proxys are a must if you're making complicated instances!

My Maps:
[spoiler][SP] Alternate[/spoiler]

Pardon the noob question here but what folder do I need to place downloaded instances in? I know there is an 'Instances' folder but I read somewhere on here to place in the 'Maps' folder?

Also, are all the instances I'll realistically need to make a simple map already there or will I need to download some from this website. I'm wanting to make a cube-dropper, which is a lot harder than I expected. I've seen that Msleeper has made an example one but I want mine to work slightly different.

I don't want to use a button. I want a cube to start in the map and when destroyed it auto-respawns. Could I use his instance and edit it?

Any help appreciated. Sorry I only started using Hammer yesterday.

You can put your instances in any folder. Just for the cleanliness of it, I made my instances inside the instances folder in another folder called CUSTOM.

As for the second point. Any instance is collaspable, meaning you can just edit it to what you prefer, or perhaps 'saveas' (as in not ovveride Valve's instances) the instance and edit it.

?????????????????????????????TWP Releases | My Workshop
shawy89 wrote:
I don't want to use a button. I want a cube to start in the map and when destroyed it auto-respawns. Could I use his instance and edit it?

I don't think you need to edit the instance. Just us a logic_auto or trigger_once at the start of your map to send it a "trigger" and "enable auto-respawn" output, like so:

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
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