Motanum's Portal Mapping Questions (And some answers) Thread

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Motanum
248 Posts
Posted Oct 29, 2010
Hello, I made this field that should kill chell whenever she walks through that field.

However, by using trigger_hurt, whenever the player passes through it, hl2.exe just crashes.

I set its properties to 200 damage (So the player dies quickly and painless). If I do it like for water with slow damage over time, then there is a chance that the player might survive going through the field, which should not happen.

Any ideas or alternative suggestions? The lasers are set to 0 damage (lasers is what gives the illusion of the field btw)

Thanks! Please respond, is for my contest entry =(

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Omnicoder
299 Posts
Posted Oct 29, 2010
Replied 2 hours later
Death by trigger_hurt while inside a trigger_portal_cleanser (even one you are filtered out of) crashes the game.
I'm assuming it has to do with the player not having OnEndTouch fired or something similar which causes an invalid pointer in the list of touching objects.
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hanging_rope
435 Posts
Posted Oct 29, 2010
Replied 3 hours later
If that isn't it, a work around would be to put a trigger multiple there, filtered to the player, that fires the command of 'kill' to the console. But that is kind of making it a bit too complex.
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Motanum
248 Posts
Posted Oct 29, 2010
Replied 2 hours later

Omnicoder wrote:
Death by trigger_hurt while inside a trigger_portal_cleanser (even one you are filtered out of) crashes the game.
I'm assuming it has to do with the player not having OnEndTouch fired or something similar which causes an invalid pointer in the list of touching objects.

It is not a trigger_portal_cleanser

I used the two models (one of each side) with lasers to give the effect of the field. Aesthetically, it looks good. But when I placed a trigger_hurt (Onlu clients flaged and 200 damage) (In that area, so when player tries to cross the field) and try to walk through it, hl2.exe just crashes.

hanging_rope wrote:
If that isn't it, a work around would be to put a trigger multiple there, filtered to the player, that fires the command of 'kill' to the console. But that is kind of making it a bit too complex.

I'll try that tomorrow morning, I will let you know if it was succesful

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Omnicoder
299 Posts
Posted Oct 29, 2010
Replied 21 minutes later

Motanum wrote:
Omnicoder wrote:

Death by trigger_hurt while inside a trigger_portal_cleanser (even one you are filtered out of) crashes the game.
I'm assuming it has to do with the player not having OnEndTouch fired or something similar which causes an invalid pointer in the list of touching objects.

It is not a trigger_portal_cleanser

I used the two models (one of each side) with lasers to give the effect of the field. Aesthetically, it looks good. But when I placed a trigger_hurt (Onlu clients flaged and 200 damage) (In that area, so when player tries to cross the field) and try to walk through it, hl2.exe just crashes.

hanging_rope wrote:

If that isn't it, a work around would be to put a trigger multiple there, filtered to the player, that fires the command of 'kill' to the console. But that is kind of making it a bit too complex.

I'll try that tomorrow morning, I will let you know if it was succesful

I know that it isn't a trigger_portal_cleanser, but do you have one that fills the volume of the level for cube resetting or anything like that?

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Motanum
248 Posts
Posted Oct 30, 2010
Replied 8 hours later

Omnicoder wrote:
I know that it isn't a trigger_portal_cleanser, but do you have one that fills the volume of the level for cube resetting or anything like that?

What? If you ask if I have a portal_cleanser somewhere on my level, then yes

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msleeper
4,136 Posts
Admin
Posted Oct 30, 2010
Replied 1 hour later
Is the trigger_hurt sitting inside any portal_cleansers?
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Motanum
248 Posts
Posted Oct 30, 2010
Replied 59 minutes later
No, it is not

You mean "trigger_portal_cleanser" right?

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HMW
806 Posts
Posted Oct 30, 2010
Replied 2 hours later
Getting killed by a trigger_hurt while in a laser beam also crashes the game. (Just tested.)
You can use env_beams instead of the lasers. These also don't get blocked by entities (e.g. boxes).
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Motanum
248 Posts
Posted Oct 30, 2010
Replied 1 hour later
Thanks HMW...

I have a major problem with my next map, it just crashes the game when loaded.
Changes I made before the build, added security cameras, an Aperture_AI (Generic_actor), changed some diagonal blocks.

Any Ideas on what I could do?

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Omnicoder
299 Posts
Posted Oct 30, 2010
Replied 2 hours later

Motanum wrote:
Thanks HMW...

I have a major problem with my next map, it just crashes the game when loaded.
Changes I made before the build, added security cameras, an Aperture_AI (Generic_actor), changed some diagonal blocks.

Any Ideas on what I could do?

You likely have an invalid brush. Cordon off halves of your map until recursively until you determine where it is.

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Motanum
248 Posts
Posted Oct 31, 2010
Replied 16 hours later
Thanks everyone! I fixed all of the problems.

Changed to beams instead of lasers (Also removed an output [ontrigger>!activator>kill>->0.00]) and redid the diagonal brushes and now the map doesn't crashes.

One last request. Anyone has a Testchamber_sign template? And which font should I use when editing it? Thanks!

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msleeper
4,136 Posts
Admin
Posted Oct 31, 2010
Replied 48 minutes later
Custom Testchamber Signs
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Motanum
248 Posts
Posted Nov 03, 2010
Replied 3 days later
So I used this link to create my own Sound-alike-Glados comments. It saved as a .wav and put it in the proper sound file (Portal/portal/sound/mapname/soundname.wav) I made the output as I wanted it to be using a ambient_generic (I've succesfully used this entity before)

I compiled my map, and happily thinking I had finish 100% my map. So I went ahead and tested it.

Problem encountered, I could not hear the sound! I opened the console and saw this error message

"*** Invalid sample rate (32000) for sound 'map_name\fielname.mp3'."

(I changed the map and file names just to stop any spoiler alerts :razz:)

Things I've tried to fix the problem.

Change from ambient_generic to a env_message using the same .wav files. And convert the file from a .wav to a .mp3

Im running ot of ideas fixes

Please help me, this is the final touch for 2 of my 3 maps!

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Omnicoder
299 Posts
Posted Nov 03, 2010
Replied 7 hours later
Just as it says, the sample rate is invalid. Needs to be lower. Audacity can lower it for you.
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Pilchard123
334 Posts
Posted Nov 03, 2010
Replied 16 minutes later

http://audacity.sourceforge.net/

This is the audacity site, just in case you didn't know.

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Motanum
248 Posts
Posted Nov 03, 2010
Replied 1 hour later
I already have audacity, emmm which option do I click to reduce the rate?
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Omnicoder
299 Posts
Posted Nov 03, 2010
Replied 1 hour later
I believe it's on the left.
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WinstonSmith
940 Posts
Posted Nov 03, 2010
Replied 1 hour later
Open it in Audacity. In the lower left, change the Project Sample Rate to whatever the max is (44100 I believe). Then export is as a WAV; change the settings so that it's exported at the correct rate. Should work fine then.
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Motanum
248 Posts
Posted Nov 05, 2010
Replied 1 day later
Thanks everyone! One last thing.

I can shoot through elevator doors! How do I make it so it looks like Valve's? I tried Invisible, no draw and noclip. And it doesnt work =(

In testchamber_05 that comes with the sdk, it is just a simple invisible brush :S Im confused!

99% done with 2 out of 3! Overall 65%