Return of the evil potato

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KenJeKenny!?
238 Posts
Posted Jun 19, 2011
Hey guys!

When using Valve's arrival_departure_transition instance, you get a potato gun on spawn by default. So instead of fixing it the hard way me and alot of other ppl went for the easy way and used msleeper's custom instance (many thanks btw! :biggrin:).

But now all of a sudden the damn potato is back! and apparently for a while but i didnt notice untill now... :S Strange thing is i didn't change the instance, only set the arrival and departure videos.

What else could possibly force me to spawn WITH potato? Among all my entities i only have 2 logic_auto's and some simple logic_relay's that only start animations and parent panels 'n such.

Dunno how to get rid of it no more :S and i don't wanna use the dirty weapon strip/give/upgrade workaround with clientcommands... halp! :razz:

Thanks in advance!

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iWork925
1,080 Posts
Posted Jun 19, 2011
Replied 59 minutes later
Either create a copy of the instance and change the gun settings, or download and use this http://forums.thinking.withportals.com/community-releases/portal2-sdk-customizable-spawn-map-options-mod-t3496.html
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msleeper
4,136 Posts
Admin
Posted Jun 19, 2011
Replied 2 minutes later
Which elevator instances are you using, the clean a4 ones? I seem to remember there being separate logic in the a4 elevators that also gives you the potato gun.
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KenJeKenny!?
238 Posts
Posted Jun 19, 2011
Replied 1 hour later
No i've only used altered versions of the desroyed ones... but it's possible it came after adding the exit elevator.... ill go check out my instances first. thx for the hints & tips so far :smile:
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KenJeKenny!?
238 Posts
Posted Jun 22, 2011
Replied 2 days later
Havn't found any logic_auto's that would give me a potatogun in my elevator instances... and creating a new blank room with just 1 entry elevator (which i know works like it should) and msleepers custom transition instance... i still get the potato gun... wtf!? :S
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LATTEH
9 Posts
Posted Jun 22, 2011
Replied 1 hour later
its cause by the global ents instance. after i delete it and go ingame its not there anymore.
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Marlovious
111 Posts
Posted Jun 22, 2011
Replied 4 hours later

KenJeKenny!? wrote:
Havn't found any logic_auto's that would give me a potatogun in my elevator instances... and creating a new blank room with just 1 entry elevator (which i know works like it should) and msleepers custom transition instance... i still get the potato gun... wtf!? :S

It wouldn't be a logic_auto that causes it, it would be a point_clientcommand which is found in the arrival_departure_transition_ents.vmf which is controlled by the sp_transition_list.nut.

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KenJeKenny!?
238 Posts
Posted Jun 22, 2011
Replied 3 minutes later

LATTEH wrote:
its cause by the global ents instance. after i delete it and go ingame its not there anymore.

That would make no sense... Because i went through the global ents .vmf file and there wasnt a single entity that would give the player a portal gun.

Marlovious wrote:
It wouldn't be a logic_auto that causes it, it would be a point_clientcommand which is found in the arrival_departure_transition_ents.vmf which is controlled by the sp_transition_list.nut.

Yeh i know but i've been searching for the logic_auto's because thats where the "triggering" starts sorta speak...

and im using the custom arrival_departure_transition_ents.vmf from msleeper (which so far have worked for everybody except me :razz:)

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Marlovious
111 Posts
Posted Jun 22, 2011
Replied 11 minutes later
FYI, if you are using the default "global_ents.vmf", it is the same as having an unmodified arrival_departure_transition_ents as they both have a point_clientcommand named "@command". The sp_transition_list.nut is telling "@command" to upgrade to a potato gun.
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KenJeKenny!?
238 Posts
Posted Jun 22, 2011
Replied 6 minutes later
Has msleeper just renamed the point_clientcommand in the arrival_departure_transition so it won't have a potato anymore? and because i placed the global_ents with the @command in there it gets triggered again (by something)?
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Marlovious
111 Posts
Posted Jun 22, 2011
Replied 36 minutes later

KenJeKenny!? wrote:
Has msleeper just renamed the point_clientcommand in the arrival_departure_transition so it won't have a potato anymore? and because i placed the global_ents with the @command in there it gets triggered again (by something)?

Essentially yes. Msleeper changed the name from "@command" to "command" and added a logic_auto output to give you the gun. Since it's no longer called "@command" it can't be controlled by sp_transitions_list.nut.

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KenJeKenny!?
238 Posts
Posted Jun 22, 2011
Replied 18 minutes later
Yeh i just deleted the @command from my "custom_ents.vmf" because i saw it had no inputs... and so far nothing has changed in looks...

However, should i be concerned that this will perhaps mess up some other game element/entity?

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Another Bad Pun
516 Posts
Posted Jun 22, 2011
Replied 1 hour later
I just start the player in a seperate small room outside the map with a weapon stripper in it, (that should strip the potato gun,) and at the same time teleport the player from that room to the elevator with a regular portal gun in it. This should be quick enough to work fluently and shouldn't be noticible.
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Marlovious
111 Posts
Posted Jun 22, 2011
Replied 3 minutes later

Another Bad Pun wrote:
I just start the player in a seperate small room outside the map with a weapon stripper in it, (that should strip the potato gun,) and at the same time teleport the player from that room to the elevator with a regular portal gun in it. This should be quick enough to work fluently and shouldn't be noticible.

Why not just not use the transition_ents? You can place a player_spawn, portal gun, and trigger inside your elevator and get the same effect. Place the player spawn about 8 units above the trigger (just above the floor) and set it to activate the elevator. When you spawn, you'll fall 8 units into the trigger that gets everything moving.

Unless you plan on making a mappack with multiple maps and a custom map list, the arrival_departure_transition_ents.vmf isn't needed. And as for global_ents.vmf, you can simply copy the parts you want to use into your map.