Paint_dropper problem

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StGinger
49 Posts
Posted Dec 10, 2011
I have probably a very simple problem. Its two paintdroppers that wont drop any paint. I create a func_instance, searc for the paintdroppers in the instance/gameplay folder. then when i want the paint to fall instantly when the map loads i create a logic_auto. Then when i want to add an output my instances wont show any inputs. What am I doing wrong?
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Idolon
417 Posts
Posted Dec 10, 2011
Replied 24 minutes later
https://developer.valvesoftware.com/wiki/Level_Design_Introduction_(Portal_2)/Gotchas#Paint
https://developer.valvesoftware.com/wiki/Gel_(Portal_2)
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JustinKingr
12 Posts
Posted Dec 10, 2011
Replied 50 minutes later
Do you have paint enabled in your map options?
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StGinger
49 Posts
Posted Dec 10, 2011
Replied 55 minutes later
I have looked at the links, and yes, i have paint enabled in the map. But nothing seems to work
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JustinKingr
12 Posts
Posted Dec 10, 2011
Replied 57 minutes later
Well...try opening the Instance's properties and click the "Edit Instance" button. Copy it into your map and just activate it from there. Oh, and if you don't have lights they might be needed.
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MasterLagger
1,695 Posts
Posted Dec 10, 2011
Replied 14 minutes later
You have been adding start & stop in the paint instance right? You know: Trigger to start -> start.
Then when you want to trigger it in the output of the logic_auto with the Target: paint_dropper-start. Then have the result: Trigger. If you have already done that, then try adding a delay of 0.20 seconds to the output in logic_auto.
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StGinger
49 Posts
Posted Dec 10, 2011
Replied 4 hours later
Okey so i made my own paint dropper with a prop_dynamic. My problem right now is that the paint refuses to get visible on surfaces. I have enabled paint in map properties and i have set the run RAD to normal when i compile the map. Anyone have an idea of what i might be missing?
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ChickenMobile
2,460 Posts
Posted Dec 10, 2011
Replied 2 minutes later
Your brain.
1. Try enabling paint inside map->map properties.
2. Put a light in and do a full compile as a test
3. if it says leak when it compiles, fix the leak
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StGinger
49 Posts
Posted Dec 10, 2011
Replied 14 minutes later
Okey, didnt know i had to have a light
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JustinKingr
12 Posts
Posted Dec 10, 2011
Replied 3 hours later

Quote:
Okey, didnt know i had to have a light

I said you probably needed one...

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StGinger
49 Posts
Posted Dec 11, 2011
Replied 12 hours later
Yes, I remember that now, sorry. chickenmobile is probably right, its my brain which is missing. Not that i can do anything about it. I'll soon be back with a new stupid question! :smile: