Ben and August’s Extended Editor (BEEMOD) & BEE2

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Instantiation
66 Posts
Posted Feb 22, 2014
Replied 1 hour later
That's what I meant about the trigger multiple and the door. But the player can just walk at the door from the wrong side and it opens because that's just barely within the trigger.
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TeamSpen210
608 Posts
Posted Feb 22, 2014
Replied 38 minutes later
Have them in two seperate blocks, so the trigger is on the front side of the door.
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Yaru
13 Posts
Posted Mar 08, 2014
Replied 13 days later
Could you add in future versions a couple more of styles, Pre-GLaDOS re-activation (with plants and destroyed chambers) and Wheatley (with malfunctioning panels and half-broken chambers) specifically?
Thanks!
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iWork925
1,080 Posts
Posted Mar 08, 2014
Replied 4 hours later

Yaru wrote:
Could you add in future versions a couple more of styles, Pre-GLaDOS re-activation (with plants and destroyed chambers) and Wheatley (with malfunctioning panels and half-broken chambers) specifically?
Thanks!

https://www.youtube.com/watch?v=jF3er5lsaeg

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Instantiation
66 Posts
Posted Mar 09, 2014
Replied 22 hours later

TeamSpen210 wrote:
Have them in two seperate blocks, so the trigger is on the front side of the door.

Yeah, that's what I had to do in then end. Aside from the fact that the door isn't flush with the wall on either side, it works out pretty well. The fizzler is right up against the door since they're both on the edge of their respective blocks, the trigger is only on the one side, etc.

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Samson71
2 Posts
Posted May 03, 2014
Replied 1 month later
Hello You have a great job done with the BeeMod 2 for Portal 2, find the ingenious.

I would have there to a question.

Is it possible, as in the switches, cubes and balls into a common object to add together and get so with space for other editor elements.

For example, there are the white wall and black wall in each case as a separate object, it would be feasible to bring this into an object together, the glass wall, the white wall and the fencing wall is then then the black?

Sincerely hope that you understand me, my English is not so good and have it translated with Google.


Hallo Du hast eine tolle Arbeit gemacht mit dem BeeMod 2 f?r Portal 2, finde den genial.

Ich h?tte da eine Frage zu.

Ist es m?glich, wie bei den Schaltern, W?rfel und B?lle in ein gemeinsames Objekt zusammen zu f?gen und so mit platz f?r weitere Editor-Elemente zu bekommen.

Ein Beispiel: es gibt ja die Wei?e Wand und die Schwarze Wand jeweils als eigenst?ndiges Objekt, w?re es machbar dies in ein Objekt zusammen zu bringen, die Glas-Wand ist dann die Wei?e-Wand und die Gitter-Wand dann die Schwarze?

Hoffe sehr das Du mich verstehst, mein Englisch ist nicht so gut und habe es mit Google ?bersetzen lassen.

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TeamSpen210
608 Posts
Posted May 03, 2014
Replied 1 hour later
We've basically combined items as much as they can be. I was intending the quarter white/black walls to be one item, but the way the PTI works makes that impossible.
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Samson71
2 Posts
Posted May 03, 2014
Replied 52 minutes later

TeamSpen210 wrote:
We've basically combined items as much as they can be. I was intending the quarter white/black walls to be one item, but the way the PTI works makes that impossible.

Thanks for the answer

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kyleprotecX
116 Posts
Posted Jul 18, 2014
Replied 2 months later
Doesn't the editor replace some of the instances?
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Mr Necrophiliac
3 Posts
Posted Jul 30, 2014
Replied 11 days later
Hi.

I use BEEmod 2 with the overgrown style, but the laser catchers & relay doesn't activate anything...

Screenshot

The laser go in the catcher (or in relays), signal becomes orange, but the X stay a X, and the item linked doesn't activate.

How to fix it please?

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TeamSpen210
608 Posts
Posted Jul 30, 2014
Replied 4 hours later
You'll want to run the stylechanger exe in your portal 2 folder, so the wall textures change correctly. You'll want to install the latest copy of my mod, since I did some changes to the relays/catchers.
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Matthie456
1 Posts
Posted Jul 30, 2014
Replied 11 minutes later
Hi Guys,

I've been using BEEMOD for quite some time now, and I think its awesome, thank you sooo much! I do have a few questions though:

  1. How do i get the vucuum tubes to work in PTI? Everytime I compile a map in portal 2's editor with beemod's vacuum tubes, the game crashes, without error.

  2. I can't seem to figure out how to use the portal deflection cube. Shooting portal at it doesn't do a thing...

  3. Catwalks can only be placed on the ground, so a horizontal face. But then there's no real use for them because you'll always need a floor, so a floating catwalk can't be done...?

  4. I am still figuring out how to use the glados choreo box, do you always need some kind of trigger for her to start talking? And does the style make any difference? (i understand that no voices means no glados, and in the 19##'s there's Cave, so i understand, but in clean style I cannot trigger her tot talk?)

Thank you in advance! I would really like to know how this all works! I'm excited to use those items!

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TeamSpen210
608 Posts
Posted Jul 30, 2014
Replied 22 minutes later
Try putting the walkways on the ceiling instead. Install my mod to get the deflection cubes to work. The choreo box would only work in clean style, connect an input of some kind (probably a trigger), and set the timer value to a number between 3 and 10. I'm currently working on doing fixes to these various items, so they'll work better in the future.
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FelixGriffin
2,680 Posts
Posted Jul 30, 2014
Replied 1 hour later

Matthie456 wrote:
Hi Guys,

I've been using BEEMOD for quite some time now, and I think its awesome, thank you sooo much! I do have a few questions though:

  1. How do i get the vucuum tubes to work in PTI? Everytime I compile a map in portal 2's editor with beemod's vacuum tubes, the game crashes, without error.

  2. I can't seem to figure out how to use the portal deflection cube. Shooting portal at it doesn't do a thing...

  3. Catwalks can only be placed on the ground, so a horizontal face. But then there's no real use for them because you'll always need a floor, so a floating catwalk can't be done...?

  4. I am still figuring out how to use the glados choreo box, do you always need some kind of trigger for her to start talking? And does the style make any difference? (i understand that no voices means no glados, and in the 19##'s there's Cave, so i understand, but in clean style I cannot trigger her tot talk?)

Thank you in advance! I would really like to know how this all works! I'm excited to use those items!

AFAIK Portal Deflection Cubes are still broken. They were badly designed to begin with and didn't scale well. But if enough people want them, I can see about rebuilding them.

As TS said, catwalks are meant to go on the ceiling.

Choreo boxes always need triggers, use a monostable or a trigger_once if you want the line to only happen once.

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TeamSpen210
608 Posts
Posted Jul 30, 2014
Replied 25 minutes later
I readded the required global_ents entities so they work now, but the only problem they really have is with detecting the player's portal shot - they don't do any check to see if there are walls in the way. I can't really think a of any good solution though, other than adding a check in the Vscript.
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Mr Necrophiliac
3 Posts
Posted Jul 31, 2014
Replied 21 hours later

TeamSpen210 wrote:
You'll want to run the stylechanger exe in your portal 2 folder, so the wall textures change correctly. You'll want to install the latest copy of my mod, since I did some changes to the relays/catchers.

Thanks ! I did it, the catcher works, but not the relay.

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Chao§pawN
17 Posts
Posted Aug 07, 2014
Replied 7 days later
The "Portal Magnet" item doesn't seem to work (very well) when placed on the floor or ceiling. When placed on a wall it funtions admirably, yet placed on the floor it still allows for portals to be shot in all kinds of angles. Only when you shoot the portal from a good distance/height, or when you aim all the way to the side of the pad, does it actually center/straighten the portal.

This is a big pity because I had hoped this item would finally allow me to build a puzzle that I otherwise cannot build because of the small position varieties of portals on a single pad.

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kamyk
2 Posts
Posted Aug 20, 2014
Replied 13 days later
Hi. First let me say I am very thankful for Bee2. I think it is a fantastic addition to the somewhat limited in game puzzle editor. I find it of great use.

I would like to know a few semi-advanced things? First, how do you compile objects into a single menu entry? As in what happens with the buttons, cubes, and paint gels when using portal 2 collapsed layout? I would like to do the same to panels (flipping wall panel/glass panel/breakable glass panel, etc), and angled panels, and gave the coding a shot, but couldn't get it to work.

The other thing - also related - is I would like to create my own bee2 addon pack, but wouldn't know where to start. I'd like to add some decorative props, like trees, props to make my own enterable observation booth, basically decor and easter eggs. I saw a thread in the steam workshop for adding hammer objects to the pti, but in the comments it said there were coding errors in the tutorial.

Oh also, regarding Bee2, when I try to use the "Dice signage 1" item, it crashes my portal 2 to dekstop immediately upon trying to drag it onto the map without fail. Is it broken?

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TeamSpen210
608 Posts
Posted Aug 20, 2014
Replied 8 minutes later
You can't really collapse objects, beyond the ways the default items are. Most of the time if the items were able to be collapsed together they are already. The way to add items is to learn how to use hammer first. Then take a look at the various instances I or others have made and the various .beec item collections. The dice signage would likely be broken, but I will be fixing it + restyling it.
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Getlucky12341
10 Posts
Posted Aug 24, 2014
Replied 4 days later
Is there a way to get the Wheatley Style for BEE2?
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