energy Ball in Portal 2?
I have seen, there is the model of a launcher and a model of a cather, and a ball-launcher wich launch balls. there are two problems: the ball isn?t correct shown in the Game, and nothing happend, when it hits the cather. Can it get work like Portal 1?
thanks for answer^^
excuse my english, I?m from Germany^^
Flo2912
excuse my english, I?m from Germany^^
Flo2912
Flo2912 wrote:
Thanks... but: you should be friendlyer to new userser specially to the younger ones (like me) or there will soon no new users sing up here. Itw as my first time here...
excuse my english, I?m from Germany^^
Flo2912
I don't work here. Couldn't care less if no one else signs up. Actually I dont think the staff do either, they aren't making any money of it. If you would like to friendlierize the sentance: "Try searching for what you want before creating a new thread requesting other people to search for you." be my guest and I will use that one instead.
I up this thread because as a new user of Hammer (wich is pretty complex for me) I have some questions.
I downloaded the Energy Ball from the link indicated above and I've installed it correctly. The question is simple. As a newbie with Hammer (and a non-english, wich dosen't help), after downling the files and after made the procedure installation, how to put for real the Energy Ball system on our maps ? Can anyone help me help by step, what to do ? I'd really appreciate the experience of other guys and remember that I'm new in Hammer and I don't know very much english words, That's be awesome and i'll thank in advance anyone who can help me.
I recommend you to learn and read about the entities which exist in Hammer. Mainly you can do this by testing them. Like everything, it needs time and patience.
If you want to learn to make your own,
And besides that, in Portal 2 you have missing sounds and materials for the combine ball.
But there is still a problem. I don't see any energy ball (and I don't get hurt at anytime, the ball is not here at all).
How can i make it appearing in the system and what are the all others necessary parameters to enter into Hammer ? I imagine I'll eventually need to set some Triggers between the ball launcher and it's catcher but I am not sure. Well, still as a begginer, I wait your advices and all the moves I need to do. thanks for answers skotty. And about making a func_instance, can you tell me exactly how to configure it? If i could have an "already working" energy ball system thanks to you, that'be really insane.
Skotty wrote:
I think making them by his own is not good. In my download everything is included and already done.
And besides that, in Portal 2 you have missing sounds and materials for the combine ball.
Except one; when ball reaches the catcher, you can't disable launcher. Thats why I transformed it to prefab.
To get the instance in your map, place a func_instance point entity.
There you have the possibility to load a VMF file. Chose the launcher or the catcher.
If you did, you give them a fixup name. Thats the name of the instance and its sub components.
Do control the instance, just make it like with every other entity. Use its name and give it one of the given inputs.
I'd like to ask you something else...I hope you don't take it bad but, can you please make one fully working energy ball system, then save it as a map and give it to me ?
That will be a template exemple for me to start from and i'd really like if you do it.
You know all the manipulations and it will take just minutes for you. Is that ok for you ? This is the fastest and the more simple solution i'll really appreciate something like this, something that i can use from now and if you do it, then i'll be sure that it is well configured.
If you chose a VMF in the func_instance sometimes additional keyvalues show up. For the launcher there will appear 4 lines. There you have to enter numbers. For example speed or the lifetime. If you don't enter a number there the lifetime will be 0 and the speed 0. Thats why your ball is exploding just at spawning.
Ah, were wondering about that $relay thing, but thanks hey! Makes map creating way more faster.
But still as an Hammer begginer I'll ask you the following question :
How to link the energy ball to a door ? I mean, I will need to put the same trigger's conditions between ball<=>door exactly like if it was as example button_floor<=>door ? The same triggers are to set ? I am not sure, because actually I cannot get my door to open yet, this is why I ask. Thanks for answers, you had very much patience until now to answer me!
Also, is there a way to change some sounds ? There is 2 things I hear that I don't like, specific as Portal 2 and I want to change them.
When the ball hits a wall, it makes a noise I really hate and I want bring back the same sound as Portal 1 got. I want same for when the energy ball goes successfully in it's system. I want to add the 2 sounds from Portal 1 into my Portal 2 test map. What can you suggest ?
Belive me, once you got the sounds in your map and so you got them hearable, the other sounds you hear now will just step in the background. Don't worry about them.
To get a door opened if the catcher catched a ball, you have to give it's $relay keyvalue the name of a logic_relay. Make sure to begin the name of the logic_relay related to this with an @. Thats some internal thing of func_instances.
If you can set in the keyvalues of a func_instance an additional entity (for example here a logic_relay) the instance want to trigger a relay names <fixupname>-nameoftherelay. Means you would have to name your logic_relay here with the fixupname of your instance + a "-" and after that directly the name you entered in the keyvalue.
If you use a @ at the beginning of the name, wether the logic_relay needs the fixup name of the instance in its own name nor the instance wants to add its fixup name to the name you entered in the keyvalue of the $relay.
I've added a door in the test chamber but you know, I cannot open it.
What I did is, creating my door, i've called it "@door1" and I've set an additionnal value, a "$relay" type with "@door1" as value, all that in my door propreties but it is not working. I know that I didn't understand some part, because you tell me to enter somewhere something like <fixedupname>-relayname but I don't know where to type this. Ok, I think you will be soon gonna be angry with a guy like me who can't understand well what you explain (and i'm sorry about it).
I am about to do it, but I don't understand yet the procedure, these filters to complete by hand is new for me (well, Hammer at all is new for me).
The $relay is a keyvalue in the func_instance with the ball catcher, right?
There you enter the name of a logic_relay of your choice. Make sure to begin the name of your logic_relay with a @.
This logic_relay gets triggered if the catcher catches the ball. Just tell the relay "OnTrigger exitdoor open".
Skotty wrote:
The $relay is a keyvalue in the func_instance with the ball catcher, right?
There you enter the name of a logic_relay of your choice. Make sure to begin the name of your logic_relay with a @.
I am not sure to understand, are you talking about the "func_instance" of the ball catcher itself ? I ask that because my door in not a "func_instance" at all, actually it's a "prop_testchamber_door".
If you are talking about the catcher, then I've let the value you wrote previously, "@EnergieBall_relay".
Skotty wrote:
This logic_relay gets triggered if the catcher catches the ball. Just tell the relay "OnTrigger exitdoor open".
It gets triggered but why, because you've typed in the options of the catcher "$relay" with the value "@Energieball_Relay" ? (I just want to understand)
And about that "OnTrigger exitdoor open", you then mean I need to replace (or add a new $relay) and then set "OnTrigger exitdoor open" instead of "@EnergieBall_Relay" ? (I will have 2 "$relay" values types then but one for the energy ball and the other one to open the door).
I just want to understand the procedure, as you may notice, I did not understand very well 