couple of portal gun questions
1. is there any way to make a player start with a portal gun besides putting the weapon_portalgun inside the info_player_start?
2. how do I get the potatogun? I check the box that says "Show Potatos" and it still doesnt show the PotatOS.
3. Is there any way I can change the colors of the portals (I dont mean changing the teams) into custom colors without changing textures of the portals? and along with the topic of textures how easy is it to change textures of things in single player.
-
Using an entrance elevator instance along with the arrival and departure transitions instance is usually the ideal way to do this for standard test chambers.
-
Put a logic_playerproxy anywhere inside the level. Have a logic_auto fire an output to the playerproxy: OnMapSpawn; AddPotatosToPortalgun; 0.5 second delay. You don't have to do this if you're using the aforementioned instances, however.
-
In single player, no. It is possible in co-op, but the necessary files would have to be altered on both players' computers in order for the changes to show up on both computers. And changing textures isn't as easy as just dropping some image files into the proper directory, especially if you want to add textures rather than replace existing ones. Adding textures is usually preferable, as it's common courtesy not to overwrite the game files of whoever plays your map.
After the dlc we get a portal gun by default
Vordwann wrote:
I think there is a trigger output that strips weapons.
It's trigger_weapon_strip.
BOB74j wrote:
Vordwann wrote:I think there is a trigger output that strips weapons.
It's trigger_weapon_strip.
I used that on my new map. Be sure to set the "Kill Weapons" to Yes.