Orange Portals

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RubbishyUsername
167 Posts
Posted Jun 05, 2012
So I've exported my workshop map with the intention of adding one of those orange portal emitters controlled by the computer. And, although I did this before, pre-update, I've lost the vmf, and looking back through my old posts some things I was able to do I don't know how to do any more.

Coupled with the fact I haven't used hammer for a year and I'm kinda not sure what to do.

So: how do I get the portal emitter lights? How do I get the orange portal to appear where it should (I heard, although did not test, that there were problems)? And now that the player spawn is tied up neatly with an instance, how do I stop the player being able to fire orange portals?

I remember now why Hammer was so hard...

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Lpfreaky90
2,842 Posts
Posted Jun 05, 2012
Replied 2 minutes later
Maybe this helps: https://dl.dropbox.com/u/37801279/1_portal_instance.vmf :smile:
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RubbishyUsername
167 Posts
Posted Jun 05, 2012
Replied 8 minutes later
Wow thanks!

Will this stop the player being able to place orange portals as well? I'm virtually hammer illiterate, you know.

EDIT: In fact, I could probably do with a run through of what this instance can do and what you need to do and what you need to do to it.

EDIT: IN FACT, rather than beating around the bush, why donn't I just tell you what I want to do. I want to spawn an orange portal when the map loads and ensure that the player can't place orange portals.

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Brainstone
401 Posts
Posted Jun 05, 2012
Replied 24 minutes later
What Portals the player can shoot is dependant of what Portal gun he uses. I have looked at the PeTI elevators, they teleport your Portalgun to you. (What a service :biggrin:)
Search for your arrival elevator in Hammer select it, click on "Edit instance".
Now search for the Portal gun and change its properties to only be able of shooting one Portal.
Save the elevator under a new name. (e.g. "PETI_arr_elev_singlePortal")
Use this elevator in your map instead of the other one. Voila.

EDIT: I've tried to play the map in your signature, but it is a .vpk. :sad:
Maybe you should change that.

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RubbishyUsername
167 Posts
Posted Jun 05, 2012
Replied 33 minutes later
Thanks. Yeah, I never got round to uploading my signature map to the workshop. I should probably replace it.
And thanks for the info Brainstone about the teleporting portal gun.

I've managed to get the orange portal working fine, but my edited instance does not stop you from firing orange portals. I think it might still be upgrading the portal gun. Any ideas?

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Lpfreaky90
2,842 Posts
Posted Jun 05, 2012
Replied 20 minutes later

RubbishyUsername wrote:
Wow thanks!

Will this stop the player being able to place orange portals as well? I'm virtually hammer illiterate, you know.

EDIT: In fact, I could probably do with a run through of what this instance can do and what you need to do and what you need to do to it.

EDIT: IN FACT, rather than beating around the bush, why donn't I just tell you what I want to do. I want to spawn an orange portal when the map loads and ensure that the player can't place orange portals.

If you just give the portalgun only one portal you should be fine.
I think the inputs and outputs for the instance speak for itself, place that instance and take two seconds to see what they allow. I believe there's something called orange_portal_relay and a blue one. And a close.

Just opening up the orange portal should do the trick. I'm not 100% sure about the names but I can't check that out at the moment. But it should really be easy to use :wink:

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RubbishyUsername
167 Posts
Posted Jun 05, 2012
Replied 32 minutes later
You're right, I was just lazy and confused when I opened it up and saw a brush entity. Nice move by the way, including the brush entity to do the portal lights automatically.

But I'm afraid you can't give the portal gun one portal and it be fine - you still spawn with both portals available. I'm thinking this is similar to the persistent potato problem.

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Brainstone
401 Posts
Posted Jun 05, 2012
Replied 35 minutes later
Okay, I was wrong, it is not like I thought. Try the following.

You can do it like I do in my current mod maps.
Somewhere in your map must be a entry_exit_transition instance. Delete it.
Delete the start elevator instance.

Then build an arrival elevator, like you were used to before PeTI: With a base and a logic part. Look on th VDC if you need help on this step.
After that, use my Entry instance.
Then place the instance p2editor/globalPTIents anywhere in your map.

The problem with this is, that currently I can't get the elevator videos to work. I'm working on how to fix this, though. Also, I think that your videos wouldn't work the other way.

Attachments
BrainstoneEntryTransition.vmf
0.02 MB 36 downloads
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RubbishyUsername
167 Posts
Posted Jun 05, 2012
Replied 8 minutes later
I doubt that will be the only problem. How did we solve the problem with the potatogun before the dlc? It was with the arrival departure transition instance, right?
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Brainstone
401 Posts
Posted Jun 05, 2012
Replied 1 minutes later
As long as your levelname does not start with sp_ that should be no problem... just look at the instance. It doesn't run any scrpits btw.

EDIT: +I forgot to add, that you will additionally need to place the instance/p2editor/globalPTIents again, because you have deleted it with the elevator.
But it will work out, believe me.

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Lpfreaky90
2,842 Posts
Posted Jun 05, 2012
Replied 36 minutes later
Or just cheat: add a trigger_weaponstrip in your elevator and add a portalgun with only one portal outside the elevator room :wink:
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RubyCarbuncIe
303 Posts
Posted Jun 05, 2012
Replied 5 minutes later

lpfreaky90 wrote:
Or just cheat: add a trigger_weaponstrip in your elevator and add a portalgun with only one portal outside the elevator room :wink:

That's exactly what I do for my Secondary Fire maps. I place a trigger_weaponstrip at the exact point the player hits the elevator and then right above the elevator I place a floating weapon_portalgun right above the elevator in in the elevator shaft. It works perfect! :thumbup:

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RubbishyUsername
167 Posts
Posted Jun 05, 2012
Replied 26 minutes later
Looking back at my year old thread, I "removed the think function from the arrival_departure_transition_ent" and that stopped me from getting a portal gun automatically. Anybody know what that even means?

I'll try the weaponstrip. Where is the point where the player goes in the elevator?

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RubyCarbuncIe
303 Posts
Posted Jun 05, 2012
Replied 3 minutes later

RubbishyUsername wrote:
I'll try the weaponstrip. Where is the point where the player goes in the elevator?

I place it right at the base around the elevator model. That way the player loses the Portal Device almost immediately when the map starts.

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RubbishyUsername
167 Posts
Posted Jun 06, 2012
Replied 14 hours later
So the orange portals and portal gun are working fine now. Great. Problem is, Cave has dissappeared, and the exit corridor has lost the yellow bts textures, and the door to the elevator won't open. What did I screw up, and what do I need to do to fix it?
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wrathofmobius
216 Posts
Posted Jun 06, 2012
Replied 2 hours later
I believe that Cave Johnson will speak again when the map is published. Also, the black instead of yellow textures in the corridor area is easily fixed by doing a final compile. To do this, go into Advanced... in the compile window and select -final -both. I'm not sure about the door not opening, though. Try checking your outputs and make sure they're what they should be.
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RubbishyUsername
167 Posts
Posted Jun 06, 2012
Replied 4 hours later
Problem is, I did publish and I still have the same problem.
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Lpfreaky90
2,842 Posts
Posted Jun 06, 2012
Replied 3 minutes later

RubbishyUsername wrote:
Problem is, I did publish and I still have the same problem.

could you upload the vmf? I can watch into it too.

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RubbishyUsername
167 Posts
Posted Jun 06, 2012
Replied 11 minutes later
How do I upload the vmf without having to go and create a wip thread and that sort of thing?
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Lpfreaky90
2,842 Posts
Posted Jun 06, 2012
Replied 4 minutes later

RubbishyUsername wrote:
How do I upload the vmf without having to go and create a wip thread and that sort of thing?

Just upload it somewhere and either drop me a link on this thread or a pm or steam or skype (lpfreaky90 there too)