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hey guys...I think i should post my question here instead of open a new thread, because I think it's not a big deal...

at first I want you to know that I did read alot tutorials and tried out alot before posting this, so please don't answer me like "just try out for yourself you noob :P".

1.

I want to make GLaDOS speak immediately after beginning the map...and of course I know how to put the triggers and stuff...but for some reason there is a delay of about 10 seconds before GLaDOS actually begins to speak...what am I doing wrong?? I didn't put any delay or something like that -.-'

2.

I wanted to put a door and a button into my map (http://developer.valvesoftware.com/wiki ... n_and_door) so i could open the door using the button.

for some reason the button doesn't go down if i jump onto it (the sounds work fine) and the door just doesn't open...in fact, the triggers don't seem to be wrong...if I check "touch opens" under flag and then touch the door, it seems like the door tries to open, but ending up getting stuck somewhere -.-'

btw. i did everything EXACTLY like in the door and buttons tutorial (check the link above).

I'm assuming that I'm doing some sort of a typical beginner mistake, so i hope some advanced mappers know what I'm doing wrong ^^

on #1: if you didn't put delay, but there is one then that means its using some default. put a delay of 0, or 0.1

for #2: you need to check that the button is targeted with I/O and that its a func_door set to move down. ALSO: check to make sure you have the button model parented to say func_door

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rellikpd wrote:
on #1: if you didn't put delay, but there is one then that means its using some default. put a delay of 0, or 0.1

for #2: you need to check that the button is targeted with I/O and that its a func_door set to move down. ALSO: check to make sure you have the button model parented to say func_door

well I have the button and the door FINALLY working...I simply parented the button wrong, that's why the button didn't go down...

and lol...the doors...why do you have to type 90 (and 270) degrees @ move direction?? that doesn't seem to make sense to me O.o ... you like have to think sideways?? anyway, at least it works now ^^

but the delay...I just can't figure out what I'm doing wrong...there certainly is a delay of about 0 seconds, though I didn't put a delay...and as you said, I put a delay of 0.1 but that doesn't change anything -.-'

for some reason only the first GLaDOS voice has this effect...the second one I put into my map just works how it should work...any idea?? O.o

Sephiroth* wrote:
1.
I want to make GLaDOS speak immediately after beginning the map...and of course I know how to put the triggers and stuff...but for some reason there is a delay of about 10 seconds before GLaDOS actually begins to speak...what am I doing wrong?? I didn't put any delay or something like that -.-'

Did you use logic_auto? That's its purpose. :wink: If the answer is yes, then I am afraid the error is on GLaDOS's side, probably the sentence you are trying to play has the delay itself.

Test Chamber 74:
(percentage calculation sphere self-test failed!)
108.1% done, -8.1% remaining...
Released here!

All maps for Portal (1/2) worth playing are mirrored here.
Sephiroth* wrote:
...why do you have to type 90 (and 270) degrees @ move direction?? that doesn't seem to make sense to me O.o ... you like have to think sideways??

because if you are looking at the top down view, thats the angle they would move at (as if drawn on paper) with 0 degrees being to the right, 90 would be pointing to the "top" of the paper, 180 to the left, and 270 points to the bottom of the paper.
just like in geometry class :-/

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That still seems counter-intuitive, I'd have thought the easiest way would be to have direction given almost as a bearing - colockwise from upwards or 'North', rather than anti-clockwise from Right, or 'East'...

Farragar wrote:
...counter-intuitive....

'
its NOT counter-intuitive, because now you are thinking about directions on a globe or map, and yeah we call these things MAPS but they are made on computers, and computers are ran on math, made by guys who were math nerds. so its only follows that they would follow math rules.

and although we call them maps. we are really building geometric shapes (now (with steam) quite complex shapes, but still geometric shapes) and so it only goes that we would use math coordinates and math rules, PLUS: north/south/east/west gets really confusing on the Z axis, how can you have 2 different norths? you can't, but you can have two 90 degree coordinates based in different axis

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I was only using 'North' and 'East' to emphasise the point that the system would be like a Bearing, Not actual N/E/S/W references.
Also, the only time I've ever had to measure angles in this way is when dealing with Argand diagrams and Imaginary numbers, and even then, these are taken in Radians; not degrees. (obviously radians are pretty much useless for Hammer - but you get the point.) Still, I would have thought most mappers would deal more naturally with a clockwise system. It's only a software edit - after all.

you never took geometry? 0 is right, 90 is "up", 180 is left. 270 is "down" if you measure angles thats the way it goes. (by default)

its even on the protractor, and compass.
its math baby.

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