The Potato

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saberboy117
15 Posts
Posted May 26, 2011
I am making a map, and am wondering, which instance puts in the portal gun? Is it the elevator base, logic or the transitions? I need to edit it so there is no potato.

thanks

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p0rtalplayer
1,366 Posts
Posted May 26, 2011
Replied 21 minutes later
It's the transitions.

Msleeper posted somewhere a modified one where I believe you can change the state of the portalgun. Check the instances sticky thread.

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WinstonSmith
940 Posts
Posted May 26, 2011
Replied 4 minutes later

p0rtalplayer wrote:
It's the transitions.

Msleeper posted somewhere a modified one where I believe you can change the state of the portalgun. Check the instances sticky thread.

And msleeper's sig for that matter.

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iWork925
1,080 Posts
Posted May 26, 2011
Replied 1 minute later
Download msleeper's custom transitions instance

Good Enough For Science (Instance Example + VMF)

&

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msleeper
4,136 Posts
Admin
Posted May 26, 2011
Replied 5 minutes later
ITT: all sorts of advertisement.

:cube:

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cg5
22 Posts
Posted May 27, 2011
Replied 7 hours later
I'm using msleeper's instance together with turbine_elevator/arrival_elevator_a4_(base|logic).vmf, but I still spawn with the potato gun. I've looked inside the instance and there is indeed a logic_auto which calls give_portalgun and upgrade_portalgun, but I still get the potatogun. I tried switching arrival_elevator_a4_logic to just arrival_elevator_logic, like in sp_good_enough_for_science, but I still spawn with potato gun. Is there something I have to do so that I don't get the potatogun?
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msleeper
4,136 Posts
Admin
Posted May 27, 2011
Replied 2 minutes later
The arrival/departure elevator base and arrival/departure logic instances have nothing to do with spawning the potato gun. Are you sure that you are using my modified transition_ents instance? Are you sure you don't still have the original one there?
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daniloventurini
4 Posts
Posted May 27, 2011
Replied 5 hours later
ok, maybe I am the dumbest moron who ever lived, because I just can't figure out how to spawn in the elevator without the portal gun. I'm a newbie into this wonderful (and quite terrifying) world of sdk's. I really searched the net for an answer, but couldn't find it. I'm using the modified transition_ents msleeper made, and it actually removed the potato. But, I ask you, is there a way to spawn in the elevator without the portal gun?
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msleeper
4,136 Posts
Admin
Posted May 27, 2011
Replied 5 hours later
You will have to edit the modified transition_ents to remove the outputs to the point_clientcommand entity. That is what gives the portalgun.

I am going to make another version of the transition_ents that is much more configurable for users, and give you options to do these things.

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VitaminZed
28 Posts
Posted May 27, 2011
Replied 24 minutes later
Alternatively you can use a considerably less-clean method to just strip off the Potatogun and give you a freshly upgraded one.

You'd add a 'player_weapon_strip' and give it a name like 'portalgun_stripper' and then you can add a new logic_auto to your map with three outputs:

OnMapSpawn -> portalgun_stripper -> Strip (0.05)
OnMapSpawn -> @command -> Command -> give_portalgun (0.10)
OnMapSpawn -> @command -> Command -> upgrade_portalgun (0.15)

'@command' is point_clientcommand entity that's added to your map with, I think, the standard transition_ents (or possibly the global_ents? I forget offhand right now). If you have the appropriate instance in your map you never have to create your own point_clientcommand and can just fire everything directly to @command.

Anywho, this would potentially give you finer control if you wanted to just give the player the 'blue-only' gun (you'd just leave off the last 'upgrade_portalgun') but it's a total hack-y workaround. A fully configurable transition_ents with booleans for the different portal upgrade 'levels' would be much better.

I was actually going to set one of these up later tonight but if you're already on it msleeper, I'll just wait for yours. :wink: Are you incorporating animerunt's subtitle options?

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msleeper
4,136 Posts
Admin
Posted May 27, 2011
Replied 26 minutes later

VitaminZed wrote:
I was actually going to set one of these up later tonight but if you're already on it msleeper, I'll just wait for yours. :wink: Are you incorporating animerunt's subtitle options?

Care to be more specific?

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VitaminZed
28 Posts
Posted May 27, 2011
Replied 5 minutes later
Animerunt released a version of arrival_departure_transition_ents based on the official instance (or possibly yours from Good Enough for Science?), with separate replacements options for:

  • $chapter_title
  • $chapter_subtitle
  • $end_text

Along with a corresponding boolean for each to enable/disable them.

Quite handy, it's what I'm currently using. Just curious if you were incorporating those into your new version.

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msleeper
4,136 Posts
Admin
Posted May 27, 2011
Replied 22 minutes later
Ah possibly. I had an idea on how to make the portalgun's level configurable through the instance, I may just modify his.
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daniloventurini
4 Posts
Posted May 30, 2011
Replied 2 days later
Well, this topic is old (for internet standards), but I'm not flooding, I just wanna make sure msleeper and VitaminZed receive my thanks. =) Now I have a portalgun-free elevator spawn point! =D Thank you guys!