All of my problems in one place! (For a change)
- Changing the loading screen when you load the map.
- Changing what the screens in the elevator room appear as. - Fixed: thanks, guys!
- My map has mysteriously turned fullbright when there are plenty of lights about since I added an elevator. - Mysteriously fixed itself.
- Creating and controlling orange portals using prop_buttons.
- Removing the potato and the ability to place both portals from the portal gun. - Fixed by screwing regular solutions! Eventually found I that I could remove the think function from the logic_script in the arrival-departure ent.
- Linking a prop_floor_button to a timer in the same way a prop_button does. - Fixed-ish. Solution seen in third post.
- Music! GLaDOS! Testchamber signs! Other things! - Fixed, except the test chamber sign just says "00" and "None".
+'s means it's fixed, btw.
Actually, I could probably do that last bit myself with a tutorial. Any reccomendations?
If anybody can answer any of these questions, I will be very happy.
RU.
- No idea.
- Put the instances/transitions/arrival_departure_transition_ents.vmf instance anywhere outside of the playable area of your map. For $arrival_video and $departure_video in the instance properties, replace the question marks with a file name from your portal 2\portal2\media folder. make sure to type media[INSERT FILENAME HERE]
- Open the dev console and enter mat_fullbright 0. If that doesn't help, I have no idea.
- Use the prop_portal entity. It's not hard to figure out from there. If you want a frame around where the portal will appear, make a prop_dynamic with models\props\portal_emitter.mdl set as the model. Change the skin with inputs and outputs when a portal appears.
- Probably the easiest way to do that is to put a trigger_weapon_strip in the entrance elevator so that the player loses their portal gun right as they spawn there. Put a weapon_portalgun with the keyvalues changed as needed right on the floor of the elevator pod so the player picks it up right after they lose their original portal gun.
- Use the OnPressed and OnUnPressed outputs of a floor button similarly to how you would use the OnPressed and OnButtonReset outputs of a prop_floor_button. It shouldn't be too difficult to figure out from there.
- Music? Use the ambient_generic entity with a sound name specified. While browsing sounds, set the filter as music. You will find a suitable sound file in no time. Set the sound to play using inputs and outputs. Stopping some looping sounds, which would include music, is glitched, however.
To make GLaDOS talk, I think you just have to use ambient_generic again. Previewing voice files doesn't work for whatever reason, but they should play in-game. Again, set the sound to play using inputs to the ambient_generic.
As for test chamber signs, that's an instance. Use info_sign_sp_dirty.vmf or info_sign_sp_clean.vmf
Anyway, I hope that helps a little.
On Floor_Button_1:
OnPressed>Timer_1>Start>Delay 0.00
OnPressed>Tick_1>Check>Delay 0.00
OnPressed>Logic_Branch_1>SetValue 1>Delay 0.00
OnPressed>Timer_1>Stop>Delay 10.00
OnPressed>Tick_1>Uncheck>Delay 10.00
OnPressed>Logic_Branch_1>SetValue 0>Delay 10.00
On Floor_Button_2:
OnPressed>Timer_2>Start>Delay 0.00
OnPressed>Tick_2>Check>Delay 0.00
OnPressed>Logic_Branch_2>SetValue 1>Delay 0.00
OnPressed>Timer_2>Stop>Delay 10.00
OnPressed>Tick_2>Uncheck>Delay 10.00
OnPressed>Logic_Branch_2>SetValue 0>Delay 10.00
The timers are set to 10 seconds and are linked to the indicator lights, and there is a usual logic_branch_listener for the door when both branches are at 1.
This, surprisingly, works. However, there are a couple of problems. The timer makes no ticking noises, and - more importantly - if the button is pressed again before the timer is over the image resets but the 10 seconds does not, so it cuts to off before 10 seconds are up.