Return of the evil potato
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!
).
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! 
Thanks in advance!
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.
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
)
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.
However, should i be concerned that this will perhaps mess up some other game element/entity?
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.