Level Change
Quote from Interitus on January 9, 2008, 8:01 pmNope I didnt touch the landmark, I moved the trigger_changelevel. in the demo map its an odd strip in the elevator shaft.
Nope I didnt touch the landmark, I moved the trigger_changelevel. in the demo map its an odd strip in the elevator shaft.
Quote from Interitus on January 11, 2008, 12:50 amI dont know what I did, but now its getting rid of the elevators when it loads the next map. not the invisible track_train tho, so I still ride down.
Is there a good elevator prefab out there that hasnt been ripped from the official maps, and works on map transitions? I'm getting really frustrated with this.
I might just get rid of the actual moving elevators.... have them make the sound, but not actually move... could simplify things...
Edit: Ok, I have somehow miraculously fixed it. I think what happened was that the elevator stuff didnt have the same names, so they were duplicating, but haveing a global entity name was messing it up. I got rid of the global name, but have the props named the same, and it seems to work....
I dont know what I did, but now its getting rid of the elevators when it loads the next map. not the invisible track_train tho, so I still ride down.
Is there a good elevator prefab out there that hasnt been ripped from the official maps, and works on map transitions? I'm getting really frustrated with this.
I might just get rid of the actual moving elevators.... have them make the sound, but not actually move... could simplify things...
Edit: Ok, I have somehow miraculously fixed it. I think what happened was that the elevator stuff didnt have the same names, so they were duplicating, but haveing a global entity name was messing it up. I got rid of the global name, but have the props named the same, and it seems to work....
Quote from Interitus on January 13, 2008, 5:02 pmOk, got the transitions working. Still a little buggy, but usable.
On the start map, I have a non-moving elevator, and I've given the door and the elevator body props names, as well as global entity names. On the next map, I have a working elevator. The doors and body have the same names as the start map props, but no global entity names. I've got the trigger_levelchange as a cube above the elevators.
The buggy part, is that I seem to get stuck in the elevator when i get to the new map. Partly clipping in the elevator. I seem to get pushed out after a little bit, and I can kinda move myself out.
The placement of everything seems to be correct, equal distances and such. Any ideas?Also, at the start of each map I have a portal gun spawned where the player is, but if the player comes from an earlier map, I'm not always in the right spot to pick it up again, so it'll drop to the floor. Anyway to prevent it from showing if its already equipped?
Ok, got the transitions working. Still a little buggy, but usable.
On the start map, I have a non-moving elevator, and I've given the door and the elevator body props names, as well as global entity names. On the next map, I have a working elevator. The doors and body have the same names as the start map props, but no global entity names. I've got the trigger_levelchange as a cube above the elevators.
The buggy part, is that I seem to get stuck in the elevator when i get to the new map. Partly clipping in the elevator. I seem to get pushed out after a little bit, and I can kinda move myself out.
The placement of everything seems to be correct, equal distances and such. Any ideas?
Also, at the start of each map I have a portal gun spawned where the player is, but if the player comes from an earlier map, I'm not always in the right spot to pick it up again, so it'll drop to the floor. Anyway to prevent it from showing if its already equipped?
Quote from Dewin on January 13, 2008, 5:07 pmInteritus wrote:Also, at the start of each map I have a portal gun spawned where the player is, but if the player comes from an earlier map, I'm not always in the right spot to pick it up again, so it'll drop to the floor. Anyway to prevent it from showing if its already equipped?Doesn't trigger_levelchange bring your weapons with you?
If so, you wouldn't need to put a portal gun on every level except for testing, and impulse 101 could take care of that.
Doesn't trigger_levelchange bring your weapons with you?
If so, you wouldn't need to put a portal gun on every level except for testing, and impulse 101 could take care of that.
Quote from Interitus on January 13, 2008, 5:49 pmer, yeah. the weapon comes with me from previous maps, but I put it in there in case the user starts with map 2 instead of map 1 or something... perhaps I should remove it?
er, yeah. the weapon comes with me from previous maps, but I put it in there in case the user starts with map 2 instead of map 1 or something... perhaps I should remove it?
Quote from username on January 13, 2008, 7:02 pmHere's what I did:
Create a weapon_portalgun. Name it something, like ASPHD.
Now, create a logic_auto. Give it one output: OnMapTransition, ASPHD, Kill.
Now, when you transition to the map, it won't be there, but if you start at the map, it will.
Here's what I did:
Create a weapon_portalgun. Name it something, like ASPHD.
Now, create a logic_auto. Give it one output: OnMapTransition, ASPHD, Kill.
Now, when you transition to the map, it won't be there, but if you start at the map, it will.
Quote from Dewin on January 14, 2008, 12:06 amIf the player starts with map 2 instead of map 1, they'll start whereever the info_player_start is, not the elevator, so you can place the gun directly on the info_player_start....
and maybe with some use of global entity names, either remove it or conditionally spawn it based on whether the player already acquired one or not on a previous level
If the player starts with map 2 instead of map 1, they'll start whereever the info_player_start is, not the elevator, so you can place the gun directly on the info_player_start....
and maybe with some use of global entity names, either remove it or conditionally spawn it based on whether the player already acquired one or not on a previous level