Ben and August’s Extended Editor (BEEMOD) & BEE2
Quote from BenVlodgi on June 14, 2013, 11:06 pmVenima wrote:I've tried to put a trigger on those, it doesn't snap to them like a cube or turret would. I actually checked my mouse position when I get a cube to snap, and copied that position for the trigger but it doesn't work.Edit: I can't find any official place to report bugs about BEEMod, will this forum do?
yes... bugs go here, or on the steam thread.. or email them to me... doesn't matter
Edit: I can't find any official place to report bugs about BEEMod, will this forum do?
yes... bugs go here, or on the steam thread.. or email them to me... doesn't matter
Quote from Venima on June 16, 2013, 9:21 pmWell, my portal 2 crashes when I have a door in a certain way with antlines connected to it. I could try reconstructing it, since it's not very easy to explain. I'll edit this post with an image link if I'm able to repeat the bug.
Edit: When the two buttons and laser receiver have antline connections to the door, the game quits to desktop (in the map editor). Note this only happens when the door is in that specific position.
http://i301.photobucket.com/albums/nn55/Merivo/2013-06-17_00002.jpg
http://i301.photobucket.com/albums/nn55/Merivo/2013-06-17_00003.jpgNote, I am otherwise very impressed with this mod
Well, my portal 2 crashes when I have a door in a certain way with antlines connected to it. I could try reconstructing it, since it's not very easy to explain. I'll edit this post with an image link if I'm able to repeat the bug.
Edit: When the two buttons and laser receiver have antline connections to the door, the game quits to desktop (in the map editor). Note this only happens when the door is in that specific position.
http://i301.photobucket.com/albums/nn55/Merivo/2013-06-17_00002.jpg
http://i301.photobucket.com/albums/nn55/Merivo/2013-06-17_00003.jpg
Note, I am otherwise very impressed with this mod
Quote from BenVlodgi on June 18, 2013, 12:02 amVenima wrote:Well, my portal 2 crashes when I have a door in a certain way with antlines connected to it. I could try reconstructing it, since it's not very easy to explain. I'll edit this post with an image link if I'm able to repeat the bug.Edit: When the two buttons and laser receiver have antline connections to the door, the game quits to desktop (in the map editor). Note this only happens when the door is in that specific position.
http://i301.photobucket.com/albums/nn55/Merivo/2013-06-17_00002.jpg
http://i301.photobucket.com/albums/nn55/Merivo/2013-06-17_00003.jpgNote, I am otherwise very impressed with this mod
That is incredibly strange... This mod has been out for nearly a year now, and I've never seen that before.... you can try connecting the antlines to an AND gate, and connect that gate to the door, and place the gate appropriately so the lines lead up correctly
Edit: When the two buttons and laser receiver have antline connections to the door, the game quits to desktop (in the map editor). Note this only happens when the door is in that specific position.
http://i301.photobucket.com/albums/nn55/Merivo/2013-06-17_00002.jpg
http://i301.photobucket.com/albums/nn55/Merivo/2013-06-17_00003.jpg
Note, I am otherwise very impressed with this mod
That is incredibly strange... This mod has been out for nearly a year now, and I've never seen that before.... you can try connecting the antlines to an AND gate, and connect that gate to the door, and place the gate appropriately so the lines lead up correctly
Quote from Venima on June 18, 2013, 10:58 amWell, in item design the door behaves the same way as an emancipation grill, it allows connections, placement can be adjusted within a block, and can be placed on any surface. So, what differs between the door's settings and the grill's? I think that might be a good step towards finding the problem (if it's even fixable by you).
But yes, using an AND gate is an alternative
Well, in item design the door behaves the same way as an emancipation grill, it allows connections, placement can be adjusted within a block, and can be placed on any surface. So, what differs between the door's settings and the grill's? I think that might be a good step towards finding the problem (if it's even fixable by you).
But yes, using an AND gate is an alternative
Quote from Bisqwit on July 3, 2013, 9:37 amRegarding the door antline attachments: What I have come to realize is that the door is essentially a lightstrip: from the viewpoint of the editor, it is a flat element on the floor, and all antline attachments to it must be parallel to the element, i.e. flat on the floor. This means that you can put four signages on the floor in front of the door and four signages on the floor behind the door (and probably, one to the either side of the door, still on the floor). The floor surfaces get bumped onto a wall if there is no floor at that position. I have edited the antline attachments to only keep the four positions right in front of the door, since the positions behind the door are rather useless and usually only confusing.
Is there any way to change this situation, so that you could have signages on the sides of the door, much like with the exit doors: four on top, four on bottom (the top and bottom ones get bumped to the floor if there is no wall surface), four on left up-to-down, four on right up-to-down? Or would any such solution involve having to anchor the entrance of the door against a wall?
Regarding the door antline attachments: What I have come to realize is that the door is essentially a lightstrip: from the viewpoint of the editor, it is a flat element on the floor, and all antline attachments to it must be parallel to the element, i.e. flat on the floor. This means that you can put four signages on the floor in front of the door and four signages on the floor behind the door (and probably, one to the either side of the door, still on the floor). The floor surfaces get bumped onto a wall if there is no floor at that position. I have edited the antline attachments to only keep the four positions right in front of the door, since the positions behind the door are rather useless and usually only confusing.
Is there any way to change this situation, so that you could have signages on the sides of the door, much like with the exit doors: four on top, four on bottom (the top and bottom ones get bumped to the floor if there is no wall surface), four on left up-to-down, four on right up-to-down? Or would any such solution involve having to anchor the entrance of the door against a wall?
Quote from Bisqwit on July 3, 2013, 3:15 pmyishbarr wrote:No, because the door is like an object in the middle of the floor. Not on the wall.You just basically repeated what I explained to be the cause of the problem.
Bisqwit wrote:Is there any way to change this situationIs there any workaround? Way to change the door element so that this cumbersome problem would not apply?
You just basically repeated what I explained to be the cause of the problem.
Is there any workaround? Way to change the door element so that this cumbersome problem would not apply?
Quote from TeamSpen210 on July 3, 2013, 4:39 pmNo other item in the PTI has antline connection points aimed at an area not part of it's base. I don't know if the PTI is even capable of handling wires to an area above the square. It might be fixable though if a new item was created that is placed upside-down on the top of the block. The antlines would be wired into the front, with four attachments there to trick the editor into placing indiators above the door. Then the item could have a start-reversed option that inverts the door, making it place like it is now. I'll have to go test this to see if it works.
No other item in the PTI has antline connection points aimed at an area not part of it's base. I don't know if the PTI is even capable of handling wires to an area above the square. It might be fixable though if a new item was created that is placed upside-down on the top of the block. The antlines would be wired into the front, with four attachments there to trick the editor into placing indiators above the door. Then the item could have a start-reversed option that inverts the door, making it place like it is now. I'll have to go test this to see if it works.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from PortalCombat on July 3, 2013, 5:04 pmI was thinking about the door + antlines and here is my untested idea:
- 1.) Create an invisible Item in Hammer Editor (or logic only)
- 2.) add the instance stuff
- 3.) spawn it with PTI Editor and conect it with the door
- 4.) conection to the door is invisible, and you conect everything to the item itselfThis should work, right? As I said: untested.
I was thinking about the door + antlines and here is my untested idea:
- 1.) Create an invisible Item in Hammer Editor (or logic only)
- 2.) add the instance stuff
- 3.) spawn it with PTI Editor and conect it with the door
- 4.) conection to the door is invisible, and you conect everything to the item itself
This should work, right? As I said: untested.
Quote from FelixGriffin on July 3, 2013, 6:25 pmBut since there isn't actually a wall there it would be placed on the floor, bringing back the same problem we have now.
But since there isn't actually a wall there it would be placed on the floor, bringing back the same problem we have now.