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Making Challenges using the original maps

Problem: Challenge does not end as expected. End of Challenge Video

History: I decided to experiment with the original maps and make some challenges mainly to figure out how to create challenges. Saves time on the learning curve to work with the existing maps that I am extremely familiar with as a player.

Quick overview:

Using GCFScape I exported everything from "portal content.gcf" and placed it into the proper directory ..Portal. I know I didn't need to export everything, but I did anyway. Portal plays as expected.

To make my own very basic challenge I followed this guide Portal Challenge Script and added this to ...portalscriptschallengeschallenges.bns. Note: The values of the challenge goals are irrelevant at to my overall questionproblem.

Code: Select all
// 00 Challenges
"Test Chambers 2-3: Challenges"
{
   "map"      "testchmb_a_01"
   "chapter"   "chapter1.cfg"   [$X360]
   "image"      "bonusmaps/testchmb_a_08_challenges"
   "comment"   "#Bonus_Map_ChallengesComment"
   "lock"      "0"

   "challenges"
   {
      "#Bonus_Map_ChallengePortals"
      {
         "comment"   "#Bonus_Map_LeastPortalsComment"

         "bronze"   "9"
         "silver"   "5"
         "gold"      "4"
      }
      "#Bonus_Map_ChallengeSteps"
      {
         "comment"   "#Bonus_Map_LeastStepsComment"

         "bronze"   "30"
         "silver"   "20"
         "gold"      "10"
      }
      "#Bonus_Map_ChallengeTime"
      {
         "comment"   "#Bonus_Map_LeastTimeComment"

         "bronze"   "40"
         "silver"   "30"
         "gold"      "19"
      }
   }
}

Here is the resulting Challenge video. You can skip to 1:30 to see where I am currently stuck.

A few months ago, I read somewhere (can't remember details) that a special exit elevator is required for challenges. I did find prop portal stats display at VDC, but have not yet tried to use it.

I don't need step by steps instructions on how to fix the problem, just basic pointers to where I can find info or general tips on what I have done incorrectly.

Thanks :D

Instead of the prop_dynamic for the body of the elevator, use a prop_portal_stats_display. You'll need to use the Enable input (IIRC) when the elevator doors close.

After that, you need to env_fade out and use point_clientcommand to disconnect.

Hello! This is the part where I kill you!

Thanks... If I understand things correctly, these changes would require me to decompile the original maps, which I know how to do, and have done before.

Question: With the original maps and challenges, it appears that the challenges use the exact same maps as the main playthrough, thus the exit elevators are the same for both. Can someone provide some insight as to how the exit elevator displays the challenge stats during the challenge and is ignored during the main playthrough? Professionally I work in software development, so I have no difficulty understanding how it is logically possible from a programming perspective, I just don't know how it is being handled here. Is it a simple matter of game mode? Logically something like this pseudo code:

if (gamemode == challenge)
{
display challenge stats in exit elevator
}

Thx :)

If the map isn't started in challenge mode, the prop_portal_stats_display will work just like a normal prop_dynamic.

Hello! This is the part where I kill you!