Ben and August’s Extended Editor (BEEMOD) & BEE2
FelixGriffin wrote:
Thanks! I've been using that as a reference when I add stuff to the editor, so I wanted to know if anything new had been discovered.Is it now possible to use properties like Start Open on untyped elements?
yes.. thats the only built in property for classless items
FelixGriffin wrote:
I thought it was StartEnabled which was built in?
hah, well yes its the same thing
portal2tenacious wrote:
This may be unnecessary, but should cameras be part of this? If space is really limited, then don't include them, people can go to hammer for that if they REALLY want them. Still...
as soon as VALVe publishes something like a tabbed paging system, or a scroll bar I'll add things like that, however right now I'm just adding things that can make better puzzles warm lights being the only exception
BenVlodgi wrote:
portal2tenacious wrote:This may be unnecessary, but should cameras be part of this? If space is really limited, then don't include them, people can go to hammer for that if they REALLY want them. Still...
as soon as VALVe publishes something like a tabbed paging system, or a scroll bar I'll add things like that, however right now I'm just adding things that can make better puzzles warm lights being the only exception
Warm lights can make better puzzles. They can direct your attention to a certain area in contrast to cool lights, or visa versa. When VALVe makes the paging system, would you be able to put them in the same prop? With a little check box that says warm and cool. Like the fizzler or death field choice. It would save room for other entities.
nice work on it so far man.
FelixGriffin wrote:
Yes, but it would say something like "Weighted/Cube/Sphere" instead of "Warm/Cool" in the menu.
I dont even know if I can do that, because the light already has its own class which exports a certain way
Are you putting finishing touches on it or what?
Yenwood wrote:
It looks complete already.Are you putting finishing touches on it or what?
He needs to fix the indicator lights on the trigger
portal2tenacious wrote:
Yenwood wrote:It looks complete already.
Are you putting finishing touches on it or what?
He needs to fix the indicator lights on the trigger
problem is that everything valve put in is visible.
This is one of the things they insisted on; things should be straight forward, thus all visible.
To make everything more clear they display every connection between every test elements with an indicator light (they're always visible so nothing wrong there).
Because of this it's most likely impossible to fix it right now, unless valve brings an update which allows indicator lights to be turned off.
FelixGriffin wrote:
You could always use I/O to send the connection to another entity with the same number, but that would confuse the hell out of most of the PTI users.
I dont think that would work... the way PTI handles IO is simple and hard to bybass
however I suppose all I can say is dont worry about the indicator lights for triggers.... I have that all good on my personal build
however there are quite a few things that are still not finished
the models aren't done, still need the pneumatic diversity vent model, and drawbridge
the autoportals don't recall properly
I also need to make pnuematic vents togglable
doors dont have proper signage
crushers should have better timing, and they dont work 100% correctly
when these are done, I'll ship it
And all the other stuff looks cool also. I'm definitely going to try it out when it's finished.