Signs

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baca25
342 Posts
Posted Sep 07, 2011
Do adjusting the signs work for multiplayer? I am trying to edit the ones I put in my map because I finished making it, but I can't seem to get this to work. I feel like I'm doing everything right. Here is a link of my script. I even tried turning everything that says "sp", into "mp", but that did not work either.
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sp_lightboard_icons.txt
0.00 MB 30 downloads
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iWork925
1,080 Posts
Posted Sep 07, 2011
Replied 2 hours later
This currently does not work in multiplayer. You can fake it out by using omnicoders sign maker (google it). I heard from a pretty reliable source that this will be adressed in the next dlc update.
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baca25
342 Posts
Posted Sep 07, 2011
Replied 34 minutes later

iWork925 wrote:
This currently does not work in multiplayer. You can fake it out by using omnicoders sign maker (google it). I heard from a pretty reliable source that this will be adressed in the next dlc update.

Well that is 2 1/2 hours down the drain.... Thanks though. Will give this thing a shot.

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iWork925
1,080 Posts
Posted Sep 07, 2011
Replied 9 hours later
How did it take 2.5 hours to edit the transition sign thingy?
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MasterLagger
1,695 Posts
Posted Sep 07, 2011
Replied 4 minutes later
By trying to figuring it out for the first time and testing it to see if it works. Been though that sign issue also, but decided to forget about it.
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baca25
342 Posts
Posted Sep 07, 2011
Replied 1 hour later

MasterLagger wrote:
By trying to figuring it out for the first time and testing it to see if it works. Been though that sign issue also, but decided to forget about it.

This. First you have to research it, then you have to watch the video, then you have to follow the video step by step, then you have to give it a try, then you have to try it 10 other ways because you think your doing it wrong, and you have to watch the video 5 more times, then you look for a different source, then you tell me it can't work, then I :angrysquare: . But you sign thing has worked and is cool. Going to release my coop map tonight probably. Just need to test it more.

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iWork925
1,080 Posts
Posted Sep 07, 2011
Replied 1 hour later
Remember to pack the custom textures into the bsp or into a vpk
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ChickenMobile
2,460 Posts
Posted Sep 07, 2011
Replied 12 minutes later

iWork925 wrote:
How did it take 2.5 hours to edit the transition sign thingy?

It took me longer to figure out that the multiplayer test signs are done through the actual scripting and setup of the map through game code. Hence "SetMapAndBranch()" inside Glados.nut.

I can change which icons come up and what course it is (eg Mass and Velocity, with the no drinking icon and cube pass) but I cannot change what number it is, or how many chambers are in the course altogether.