Can i get some advice? I loaded up an Elevator prefab to end my map, but when i play it i START in the elvator regardless of my player-start at the beginning of the map. Is there a way to make it an exit elevator only?
[QUOTE=RJK 616;29603783]Can i get some advice? I loaded up an Elevator prefab to end my map, but when i play it i START in the elvator regardless of my player-start at the beginning of the map. Is there a way to make it an exit elevator only?[/QUOTE]
delete the freeman looking greenman?
[url]http://cloud.steampowered.com/ugc/540641572369369320/8EF23BE91D73BCE17E3277702949A6FE2125B558/[/url]
Progress on making CJ chambers into modern aperture chambers.
[QUOTE=Map in a box;29605538]delete the freeman looking greenman?[/QUOTE]
There isn't one as far as i've looked, i was looking for ages :/
[QUOTE=RJK 616;29606524]There isn't one as far as i've looked, i was looking for ages :/[/QUOTE]
You have to delete the teleport entity from the elevator. Otherwise you always get teleported on mapspawn.
Anyone know how to set up the big white testchamber sign screens at the start of each testchamber?
Don't know how yet, but I'm gonna find out for ya ;)
[QUOTE=robbiedobbie;29606955]Don't know how yet, but I'm gonna find out for ya ;)[/QUOTE]
Seems to be bound to the level externally, if I decompile and recompile an official map with the sign it changes to "testchamber 00" with no icons.
EDIT: portal2\scripts\vgui.screens.txt
down the bottom :
[code]
"sp_progress_sign"
{
"type" "sp_progress_sign"
"pixelswide" 400
"pixelshigh" 808
"acceptsinput" 0
"resfile" "scripts/screens/sp_progress_sign.res"
}
[/code]
But I can't find sp_progress_sign.res
=/
could you give me a mapname with a sign in it. I will find out how the scripts work. (Did the same with the 46 elevator screens showing 1 video)
[QUOTE=robbiedobbie;29606859]You have to delete the teleport entity from the elevator. Otherwise you always get teleported on mapspawn.[/QUOTE]
Ah that did the trick :D
One more thing, I've set up a Floor cube button to turn something off, but my cubes aren't affecting this. Am i missing something? I looked it up but all the guides are for Portal 1 and they don't seem to work the same
never mind. Got it already.
You have to edit sp_lightboard_icons.txt in scripts/vscripts/transitions.
then you add [code]
"roflcopterftw"
{
//Map data
"level_number" "0"
"total_levels" "19"
"startup" "dirty_flicker"
"dirt" "2"
"icons"
{
"cube_drop" "1"
"cube_button" "1"
"cube_bonk" "1"
"drink_water" "1"
"goop" "1"
"crushers" "1"
"laser_cube" "1"
"laser_power" "1"
"turret" "1"
"turret_burn" "1"
"portal_fling" "1"
"portal_fling_2" "1"
"plate_fling" "1"
"bridges" "1"
"bridge_block" "1"
"grinders" "1"
"tbeams" "1"
"tbeam_polarity" "1"
"paint_bounce" "1"
"paint_speed" "1"
"handoff" "1"
"button_stand" "1"
"danger_field" "1"
}
}[/code] if your level name is roflcopterftw, it's the first out of 20 and it has al signs enabled.
[QUOTE=robbiedobbie;29607408]never mind. Got it already.
You have to edit sp_lightboard_icons.txt in scripts/vscripts/transitions.
then you add [code]
"roflcopterftw"
{
//Map data
"level_number" "0"
"total_levels" "19"
"startup" "dirty_flicker"
"dirt" "2"
"icons"
{
"cube_drop" "1"
"cube_button" "1"
"cube_bonk" "1"
"drink_water" "1"
"goop" "1"
"crushers" "1"
"laser_cube" "1"
"laser_power" "1"
"turret" "1"
"turret_burn" "1"
"portal_fling" "1"
"portal_fling_2" "1"
"plate_fling" "1"
"bridges" "1"
"bridge_block" "1"
"grinders" "1"
"tbeams" "1"
"tbeam_polarity" "1"
"paint_bounce" "1"
"paint_speed" "1"
"handoff" "1"
"button_stand" "1"
"danger_field" "1"
}
}[/code] if your level name is roflcopterftw, it's the first out of 20 and it has al signs enabled.[/QUOTE]
The sad thing is, you can't redistribute your map with that file packed into the BSP, so you have to overwrite their file everytime. I guess things like that will get easier with official SDK support. I was trying to look into a way of specifying a custom sp_lightboard_items.txt (I've already written a custom transition_list.nut), but I think the file name is probably hard-coded in.
So has anyone made a prefab pack yet? I have problems with making crushers, checking the portal 2 maps didn't help much, they had so many entities.
[QUOTE=Joppari;29608839]So has anyone made a prefab pack yet? I have problems with making crushers, checking the portal 2 maps didn't help much, they had so many entities.[/QUOTE]
What you're looking for is an [B]instance[/B] pack, which is incredibly more useful than a prefab pack.
:)
[QUOTE=Randdalf;29608750]The sad thing is, you can't redistribute your map with that file packed into the BSP, so you have to overwrite their file everytime. I guess things like that will get easier with official SDK support. I was trying to look into a way of specifying a custom sp_lightboard_items.txt (I've already written a custom transition_list.nut), but I think the file name is probably hard-coded in.[/QUOTE]
actually, you can make a mod already, with the replacement file in it. It will use that one instead of the original when they start the mod. I did it already (mods are like for every sourcegame)
[QUOTE=Randdalf;29608975]What you're looking for is an [B]instance[/B] pack, which is incredibly more useful than a prefab pack.
:)[/QUOTE]
Oh yes, I should've said instance pack. Didn't remember those work in the sdk.
So has anyone made one?
I added a part to the wiki about the elevator screens. I will post a movie of the working screens in my map later ;)
Can somebody tell me how to add the portal gun to single player please
Archy, just use entity called 'weapon_portalgun'. There's no other way i believe... Maybe a script. If you can't find yourself having weapon_portalgun entity, then it means that you didn't set up your SDK propely. Look then at portal2.fdk (or was it portal.fdk) in the tutorial.
But I want it with a script because I have coop and also single player so if you play with coop there will be a portalgun on the floor lol!? Thats why
[QUOTE=Archy18;29609370]But I want it with a script because I have coop and also single player so if you play with coop there will be a portalgun on the floor lol!? Thats why[/QUOTE]
I think point_clientcommand will help you there.
Oh. Well, making a map for both CO-OP and SP is ... not normal i presume. But after all i have some sample where it's SP&CO-OP and when playing CO-OP there's no portalgun on the floor. I must take a closer look at it.
Im going to make up a quick tutorial for point_clientcommand. Also making a prefab for it.
[QUOTE=Randdalf;29608750]The sad thing is, you can't redistribute your map with that file packed into the BSP, so you have to overwrite their file everytime. I guess things like that will get easier with official SDK support. I was trying to look into a way of specifying a custom sp_lightboard_items.txt (I've already written a custom transition_list.nut), but I think the file name is probably hard-coded in.[/QUOTE]
thats a bit silly making such a dynamic system then not just putting it as an entity in Hammer
be more mod friendly valve cmon
Im suprised there are no new maps on wiki or here to download :S.
[QUOTE=Archy18;29609370]But I want it with a script because I have coop and also single player so if you play with coop there will be a portalgun on the floor lol!? Thats why[/QUOTE]
[url]http://wiki.p2mods.com/index.php?title=PortalGun_On_Spawn[/url]
Sorry for it being messy. Just check the prefab if you want a better way of seeing what I did xD.
[QUOTE=Neddy;29609380]I think point_clientcommand will help you there.[/QUOTE]
and what to write there? maybe a nut?
[editline]4th May 2011[/editline]
[QUOTE=Neddy;29609875][url]http://wiki.p2mods.com/index.php?title=PortalGun_On_Spawn[/url]
Sorry for it being messy. Just check the prefab if you want a better way of seeing what I did xD.[/QUOTE]
Lol just posted in this moment. THANKS
[QUOTE=Archy18;29609888]and what to write there? maybe a nut?
[editline]4th May 2011[/editline]
Lol just posted in this moment. THANKS[/QUOTE]
Lol
Portal 2 FP Mapping Group on steam : [url]http://steamcommunity.com/groups/P2FacePunchMapping[/url]
Just for a more.. instant message reply for people who wish to ask questions, Post there maps to test.
I looked on the valve hammer editor and there is a long 12 steps tutorial on how to make the crushers. That blew up my mind .. 3 relays and 1 autos and math counters wtf and than it would take a lot of time to change each s name when having multiple prefabs added to map .. no way, so I tried to make it more simple with just 1 relay and 1 auto, the crusher, a trigger hurt, and a fizzler, but I can't manage to make the trigger hurt disable at smash_big return point.. i have no idea how to do that, any sugestions?
I made a video of my elevator wich has the working elevator movies ;)
[media]http://www.youtube.com/watch?v=MDo35INsDLU[/media]
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