Ben and August’s Extended Editor (BEEMOD) & BEE2
Quote from BenVlodgi on August 31, 2012, 11:55 pmLpfreaky90 wrote:BenVlodgi wrote:portal2tenacious wrote:My friend Just Marco has been asking if you can create:
1. Teleports
2. Two auto portals.
I know two auto portals can be done, but you still receive the single portal device. Any help would be great.no teleports, because how would you define a desination?
autoportals yes... those are in the bee 2teleports just two entities that need to be linked together, with just a worldportal?
I can't wait to see the glitches we'll get if that's introduced to the PTIAs for the auto portals; does that also include the possibility for 1p maps? :3
LP have you not used the mod?... 1p maps are already implemented, I think he wants 0 and 1p... which will be in the BEE2
world portals are impossible for the same reasons teleports are impossible, you cant have them target each otherFelixGriffin wrote:If it were a trigger_teleport and info_target, they could each have a counter. The destination would be named @teleport_destination_$counter or the like.I dont think that will work. nice idea though
1. Teleports
2. Two auto portals.
I know two auto portals can be done, but you still receive the single portal device. Any help would be great.
no teleports, because how would you define a desination?
autoportals yes... those are in the bee 2
teleports just two entities that need to be linked together, with just a worldportal?
I can't wait to see the glitches we'll get if that's introduced to the PTI
As for the auto portals; does that also include the possibility for 1p maps? :3
LP have you not used the mod?... 1p maps are already implemented, I think he wants 0 and 1p... which will be in the BEE2
world portals are impossible for the same reasons teleports are impossible, you cant have them target each other
I dont think that will work. nice idea though
Quote from FelixGriffin on September 1, 2012, 8:27 amI'll try it as an experiment, but I can't imagine what use it could possibly have. Trigger_teleports weren't test elements in the original game, and it's a bit jarring to suddenly find yourself someplace completely different.
I'll try it as an experiment, but I can't imagine what use it could possibly have. Trigger_teleports weren't test elements in the original game, and it's a bit jarring to suddenly find yourself someplace completely different.
Quote from HMW on September 1, 2012, 11:14 amFelixGriffin wrote:Thanks so much! I'm not at all good with Blender, but if you could make one with a circle in the center, one with a square, and one with a sort of |/| (vertical, then a slant and vertical connected), that should be all I need. I can build the func_detail patterns. I'll put you in the credits.I'm on it!
I'm on it!
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from BenVlodgi on September 1, 2012, 11:29 amFelixGriffin wrote:I'll try it as an experiment, but I can't imagine what use it could possibly have. Trigger_teleports weren't test elements in the original game, and it's a bit jarring to suddenly find yourself someplace completely different.indeed. Once I made a map where you could use teleports to jump between two rooms which were similar in layout. you pressed a button on your keyboard and it was like you were changing dimensions, the puzzle was just switching back and forth between the dimensions after being catapulted, so you would avoid obsticles
indeed. Once I made a map where you could use teleports to jump between two rooms which were similar in layout. you pressed a button on your keyboard and it was like you were changing dimensions, the puzzle was just switching back and forth between the dimensions after being catapulted, so you would avoid obsticles
Quote from FelixGriffin on September 1, 2012, 11:38 amNow that sounds fun! Maybe there could be a use for it after all!
HMW: Thanks a ton!
Now that sounds fun! Maybe there could be a use for it after all!
HMW: Thanks a ton!
Quote from FelixGriffin on September 16, 2012, 12:04 pmHey, Ben, how's the new interface coming?
I understand if it's taking a while, I haven't used C# but it seems like it would be horribly complicated in any language.
Hey, Ben, how's the new interface coming?
I understand if it's taking a while, I haven't used C# but it seems like it would be horribly complicated in any language.
Quote from BenVlodgi on September 17, 2012, 1:13 amFelixGriffin wrote:Hey, Ben, how's the new interface coming?I understand if it's taking a while, I haven't used C# but it seems like it would be horribly complicated in any language.
its coming along very slowly, with my huge course load I havent found much time to work on it, and when I am working on it, I'm trying to fix silly visual glitches my honest projection for completing the interface is December, and that's not including any new items... but remember, with the new interface, anyone can make new items and easily integrate them
I understand if it's taking a while, I haven't used C# but it seems like it would be horribly complicated in any language.
its coming along very slowly, with my huge course load I havent found much time to work on it, and when I am working on it, I'm trying to fix silly visual glitches my honest projection for completing the interface is December, and that's not including any new items... but remember, with the new interface, anyone can make new items and easily integrate them
Quote from namAehT on October 21, 2012, 6:47 pmfirst post (of many i hope), i would like to ask if there is a list of features to come in v2? and where could i suggest new things? sorry if ether of these has been asked excessively, didnt feel like wasting chamber building time reading through all 21
first post (of many i hope), i would like to ask if there is a list of features to come in v2? and where could i suggest new things? sorry if ether of these has been asked excessively, didnt feel like wasting chamber building time reading through all 21