energy Ball in Portal 2?

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Skotty
671 Posts
Posted Jan 24, 2012
Replied 3 hours later
The func_instance that is the ball catcher has a keyvalue called $relay. There you can type in the name of a logic_relay. Just name it @Ballcatcher_Relay (keep the @!).
Now create a logic_relay with the name @Ballcatcher_Relay.
Now add to this logic_relay any output you want to get fired if the ball catcher has cought a ball.

(You can see this just by looking in my example VMF I made extra for you. Just look in and try to understand.)

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BenVlodgi
633 Posts
Posted Jan 26, 2012
Replied 1 day later
Hey Skotty, just wanted to say, these are some great instances! thanks alot, you did a good job with these =D
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DromEd
60 Posts
Posted Feb 05, 2012
Replied 10 days later

Skotty wrote:
The func_instance that is the ball catcher has a keyvalue called $relay. There you can type in the name of a logic_relay. Just name it @Ballcatcher_Relay (keep the @!).
Now create a logic_relay with the name @Ballcatcher_Relay.
Now add to this logic_relay any output you want to get fired if the ball catcher has cought a ball.

(You can see this just by looking in my example VMF I made extra for you. Just look in and try to understand.)

All that was already configured well with the VMF file you sent, the problem is with my door. I do not know how to make my door opening only when the energy ball hits the ball catcher and you didn't explain in the above post. What should I add to my door to do this ?

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Skotty
671 Posts
Posted Feb 05, 2012
Replied 8 hours later
You just have to set in the @Ballcatcher_Relay an output called "OnTrigger door open".
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DromEd
60 Posts
Posted Feb 05, 2012
Replied 3 hours later
I don't understand what to set on the "Output" category. Also, my output name is grey and cannot type anything there. I don't find any "OnTrigger door open" on scrolling menus. Can you help me ?
img
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Spam Nugget
492 Posts
Posted Feb 05, 2012
Replied 2 hours later
Okay, to start with, to change anything in an output, click on it first in the list. This is why you couldnt type anything in, you hadnt selected the output. ( or, on second thoguhts it could be because you were trying to send it from a func_instance.)
Secondly, dont have the output from the func_instance, create a new entity, a logic_relay and name it @Ballcatcher_Relay. This is where you should send your outputs from.
Thirdly, here is what it should look like:

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Fourthly, you shuld look at doing some basic tutorials on i/o, there are plenty out there.
Lastly, good luck!

Images 1
Post image 1
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DromEd
60 Posts
Posted Feb 06, 2012
Replied 12 hours later
Thank you, but the problem is I cannot choose something else that a func_instance (the 3D model disapear in Hammer for a small red square if I choose as example logic_relay).
I don't see how to process then. I can choose my door and "open" but "ontirgger" still impossible yet for me.
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Spam Nugget
492 Posts
Posted Feb 06, 2012
Replied 17 minutes later
okay, if ive understood you right youre changing the func_instance to a logic_relay right? dont. add the logic relay as a new entity.
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DromEd
60 Posts
Posted Feb 06, 2012
Replied 27 minutes later
Oh I got it sorry, I've added that correctly now and the door opens sucessfully when the energy ball meets the ball catcher, this is nice ! Thanks for help guys but I'd like to know one more thing now, about the sound ised.
Skotty has sound from Portal 1 of all the energy ball system but I do not hear them. I just wanted now, to know how to play these custom samples for have the same sounds as Portal 1. I got them as audio file thanks to Skotty but now the wuestion is how to play them while playing on the map ?
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Skotty
671 Posts
Posted Feb 06, 2012
Replied 1 hour later
They are played, but you can't hear them. Thats normal because they made some technical change of the soundcache in Portal 2 I personal hate.
However, if you make a VPK file for your map or put the sounds into the BSP it should work.

If you want to hear them right in your game, look in the forums for something like soundcache update.

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Pitkakorvaa
200 Posts
Posted Feb 06, 2012
Replied 2 hours later
Its snd_updateaudiocache if you wan't to hear them immediately. :thumbup:
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DromEd
60 Posts
Posted Feb 08, 2012
Replied 1 day later
Thank you guys, I can hear everything fine, but I've got a problem with energy balls (again).
While trying to complete my level, I noticed that once the energy ball reached successfully the ball catcher, another ball is launched by the ball launcher and I don't understand why to be honest. How to be sure that the launcher stop to fire balls when one has already reached the right ball catcher ? Any ideas ?
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Pitkakorvaa
200 Posts
Posted Feb 08, 2012
Replied 2 hours later

Spam Nugget wrote:
Okay, to start with, to change anything in an output, click on it first in the list. This is why you couldnt type anything in, you hadnt selected the output. ( or, on second thoguhts it could be because you were trying to send it from a func_instance.)
Secondly, dont have the output from the func_instance, create a new entity, a logic_relay and name it @Ballcatcher_Relay. This is where you should send your outputs from.
Thirdly, here is what it should look like:
img
Fourthly, you shuld look at doing some basic tutorials on i/o, there are plenty out there.
Lastly, good luck!

Read this. And when you have read that, make this, OnTrigger > [Launcher instance name] > Disable

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DromEd
60 Posts
Posted Feb 11, 2012
Replied 2 days later
This works like a charm, thank you but now I got another question (not about energy balls at all).
I want to bring back the sound effects of the "floor_button pressing" and a "door opening" from Portal into my Portal 2 level. To be honest I don't like these sound from Portal 2 and I think those from P1 were just awesome. Do you know if I can achieve this and replace the current sound effects for the old ones from Portal ?
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wrathofmobius
216 Posts
Posted Feb 12, 2012
Replied 19 hours later
Try this: mapping-help/adding-custom-sounds-t2739.html
I think this is what you're talking about. You'll have to extract the original sounds from Portal 1 before you can use them, though. However, I'm surprised that the button sounds from Portal 1 aren't in Portal 2, as there are a lot of HL2 sounds in Portal 2.