Transitioning to another map and taking information also?
Quote from DaisyCutter on May 14, 2011, 8:42 amHi
Firstly:
I would like to transition from one map to another?Secondly:
I would like to transfer information from one map to another, possibly using env_globals?Can anyone help with this please?
Hi
Firstly:
I would like to transition from one map to another?
Secondly:
I would like to transfer information from one map to another, possibly using env_globals?
Can anyone help with this please?
Quote from MrTwoVideoCards on May 14, 2011, 9:01 amThen do it.
Then do it.
Quote from DaisyCutter on May 14, 2011, 9:14 amIf i could do it i wouldn't have posted a question.. lmao
If i could do it i wouldn't have posted a question.. lmao
Quote from MrTwoVideoCards on May 14, 2011, 11:40 amYeah you edited your post after I replied, but they read out as statements requiring permission, versus questions.
As for level transitions, the logic is mostly in the elevator instances, so you might wanna try that out. what kind of information are you trying to carry over an env_global?
Yeah you edited your post after I replied, but they read out as statements requiring permission, versus questions.
As for level transitions, the logic is mostly in the elevator instances, so you might wanna try that out. what kind of information are you trying to carry over an env_global?
Quote from DaisyCutter on May 14, 2011, 11:46 amMrTwoVideoCards wrote:Yeah you edited your post after I replied, but they read out as statements requiring permission, versus questions.As for level transitions, the logic is mostly in the elevator instances, so you might wanna try that out. what kind of information are you trying to carry over an env_global?
I reaslised after lol, schoolboy error
I am trying to send a variable of 'level_complete' so that returning to some kind of coop hub could check each level/chamber off as "chamber 1 complete" and open/unlock the next.
would be good if it could store progress, so thatthe next time the users went to the hub it would remembertheir progress.
My house mate is doing some mods for css and source mod so can help with some code if need be, just need to get an idea of which direction to go?
As for level transitions, the logic is mostly in the elevator instances, so you might wanna try that out. what kind of information are you trying to carry over an env_global?
I reaslised after lol, schoolboy error
I am trying to send a variable of 'level_complete' so that returning to some kind of coop hub could check each level/chamber off as "chamber 1 complete" and open/unlock the next.
would be good if it could store progress, so thatthe next time the users went to the hub it would remembertheir progress.
My house mate is doing some mods for css and source mod so can help with some code if need be, just need to get an idea of which direction to go?
Quote from MrTwoVideoCards on May 14, 2011, 12:01 pmYeah coding could help a bit. You're going to want to look at how valve handles the coop_hub stuff via the vscripts within the common/portal2/portal2/vscripts directory.
I am not sure if anyone has figured out how to exactly work with vscripts yet though. It's not even fully documented on the VDC either, so we might have to wait on making our own hub worlds for a while.
But hey if you can figure it out, you'll be the first.
Yeah coding could help a bit. You're going to want to look at how valve handles the coop_hub stuff via the vscripts within the common/portal2/portal2/vscripts directory.
I am not sure if anyone has figured out how to exactly work with vscripts yet though. It's not even fully documented on the VDC either, so we might have to wait on making our own hub worlds for a while.
But hey if you can figure it out, you'll be the first.
Quote from DaisyCutter on May 14, 2011, 12:48 pmDo you know how to pass different information through map to map in any other way?
or perhaps where is a good place to start looking?We have had a browse through some of the scripts in scripts/vscripts/ including 'mp_coop_transition_list.nut' which seems to be the main script to handle the level/chapter information, this is called both at the end of the level and at the hub.
It seems nbranch is the day selector 1 - 5 (6 is there to allow length of day only, possibly for recording how long you play..)
and nStartLevel is the level within that dayBut this is as far as we have got.
Am looking at using a different way of achiving this, but need to know how to transfer information from map to map, or better still store it on the computer somehow? and retrieve this when needed, do you know of any good tuts on this? maybe use env_global but can't find anything decent around the web
Do you know how to pass different information through map to map in any other way?
or perhaps where is a good place to start looking?
We have had a browse through some of the scripts in scripts/vscripts/ including 'mp_coop_transition_list.nut' which seems to be the main script to handle the level/chapter information, this is called both at the end of the level and at the hub.
It seems nbranch is the day selector 1 - 5 (6 is there to allow length of day only, possibly for recording how long you play..)
and nStartLevel is the level within that day
But this is as far as we have got.
Am looking at using a different way of achiving this, but need to know how to transfer information from map to map, or better still store it on the computer somehow? and retrieve this when needed, do you know of any good tuts on this? maybe use env_global but can't find anything decent around the web
Quote from msleeper on May 14, 2011, 4:39 pmIt's going to be a while before anyone figures out the best method for making Coop hubs. I have a feeling that, yeah, writing a vscript is going to be the ideal method. But using nothing more than entities, I think using a logic_branch (basically an On or Off logic entity) and some env_globals would do the trick.
I would also suggest you use the most basic of map transition stuff before you start using instances, since I have a feeling that the straight up stock instances for the elevators won't do what you want. Open up the Coop level exit instance (with the disassembly machine, etc.) and make a modified copy of that to use.
It's going to be a while before anyone figures out the best method for making Coop hubs. I have a feeling that, yeah, writing a vscript is going to be the ideal method. But using nothing more than entities, I think using a logic_branch (basically an On or Off logic entity) and some env_globals would do the trick.
I would also suggest you use the most basic of map transition stuff before you start using instances, since I have a feeling that the straight up stock instances for the elevators won't do what you want. Open up the Coop level exit instance (with the disassembly machine, etc.) and make a modified copy of that to use.
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Quote from DaisyCutter on May 14, 2011, 6:31 pmI think it will be a while before there is some decent information on making custom coop hubs.
Doesn't stop us tryingDo you know where I can find some good information or even a tutorial on env_globals?
I have had a look on [url]developer.valvesoftware.com/wiki/Env_global[/url]
need some examples really
I think it will be a while before there is some decent information on making custom coop hubs.
Doesn't stop us trying
Do you know where I can find some good information or even a tutorial on env_globals?
I have had a look on [url]developer.valvesoftware.com/wiki/Env_global[/url]
need some examples really
Quote from msleeper on May 14, 2011, 6:34 pmIf there isn't any specific information out there, then the best way to learn is to just play around and see what happens.
Actually I don't know if env_global is what you are looking for though. It's been a long time since I've done through-transition states. You can possibly use the "counter" option but that seems limiting.
If there isn't any specific information out there, then the best way to learn is to just play around and see what happens.
Actually I don't know if env_global is what you are looking for though. It's been a long time since I've done through-transition states. You can possibly use the "counter" option but that seems limiting.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
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