Ben and August’s Extended Editor (BEEMOD) & BEE2

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FelixGriffin
2,680 Posts
Posted Jul 05, 2012
Replied 24 minutes later
How will the vents work? Will they have to simply be attached to a wall? It would be nice to be able to assemble sections (which are conveniently 128-unit cubes) but it's ATM impossible to put an entity in midair.
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Cyron43
7 Posts
Posted Jul 05, 2012
Replied 1 hour later
Hooray for this.
Especially the diversity vents are something I missed from the beginning.
One question: Will they only suck or can we connect them to a tube system with an exhaust in a different room?
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BenVlodgi
633 Posts
Posted Jul 05, 2012
Replied 8 hours later

MasterLagger wrote:
I took a look at the images and video at the first page. An auto-save trigger! YES!
RobotnikDance.gif

And all the other stuff looks cool also. I'm definitely going to try it out when it's finished.:) thanks I've been working hard on it since.... during the beta, just too bad its taken so long

FelixGriffin wrote:
How will the vents work? Will they have to simply be attached to a wall? It would be nice to be able to assemble sections (which are conveniently 128-unit cubes) but it's ATM impossible to put an entity in midair.

the vents only have an entrance, and can not be assembled with tube blocks. however that would be really fun, so I may release another modification which adds a bunch of those different blocks for more fun, but first things first

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FelixGriffin
2,680 Posts
Posted Jul 06, 2012
Replied 9 hours later
The only problem would be that they can't stack. Maybe an invisible, nonsolid glass block inheriting from the barrier class, which could be stacked. Then the tubes CanAnchorOnGlass, but don't collide with it, so they can pass through it at multiple levels.
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BenVlodgi
633 Posts
Posted Jul 06, 2012
Replied 14 hours later

FelixGriffin wrote:
The only problem would be that they can't stack. Maybe an invisible, nonsolid glass block inheriting from the barrier class, which could be stacked. Then the tubes CanAnchorOnGlass, but don't collide with it, so they can pass through it at multiple levels.

I dont think that would work... you cant really change the barrier outputs

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HMW
806 Posts
Posted Jul 07, 2012
Replied 17 hours later

Ok, idea spewing time. (On Linux currently so I can't test.)

  • Have you looked at how the rail-mounted platforms are constructed? They are resizeable, and IIRC they are made entirely out of instances. Perhaps it is possible, using an item type with that class, to make a tube with configurable length, that sucks on one end and blows on the other?
    <Insert lame wording joke here>

  • Or if that doesn't work: a simple 1-cell tube that does the same, and is parallel to the mounting surface so you can connect them together?

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BenVlodgi
633 Posts
Posted Jul 07, 2012
Replied 2 hours later
I'm not sure how well inheriting from that class would work right
but I'll just make some blocks like... straight and curved ones, then you can just rotate them how you want... but again, that will be a later update
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Alexander Bell
306 Posts
Posted Jul 12, 2012
Replied 4 days later
this is going to be great (I think I said that on the Steam forums too)

any plans for catwalks in the future? Or what about an object from a mod, like the animal king or that hover turret thing?

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FelixGriffin
2,680 Posts
Posted Jul 12, 2012
Replied 4 hours later
Catwalks wouldn't be too hard, but you couldn't make them go up and down easily without the ceiling doing the same, or using ~5 editor slots.

This should be compatible with the animal king, if there's a spot for it, or it could be grouped with the turret. The hover turret would be interesting, I'll work on it.

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Alexander Bell
306 Posts
Posted Jul 12, 2012
Replied 58 minutes later

Test Element - Animal King (animal king)

ML's Angry Hover Turret (hover turret)

Here are the links for the mods, incase it helps any.

Love the smiles on these forums

Err... need to fix my signature - it's bad without the picture I have of my Rhode Island Red rooster wearing sunglasses

&&

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BenVlodgi
633 Posts
Posted Jul 13, 2012
Replied 1 hour later
I've seen these, but they dont really add much more PUZZLE opperotunities, if I make a 2.0 I'll add things like the catapult cube, and bumble ball
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FelixGriffin
2,680 Posts
Posted Jul 13, 2012
Replied 7 hours later
I have an instance for a catapult-cube dropper if you want that eventually. I agree, though, the animal king and hover turret are less of puzzle elements and more for unique maps, sort of like a rotating portalgun. It can make a nice puzzle once or twice, but it's not in every test.
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BenVlodgi
633 Posts
Posted Jul 13, 2012
Replied 13 hours later
right, if people want those detail pieces they can use hammer... I'm just trying to expand puzzle opportunities
and yah, I've looked into making catapult cubes, but I'll save that for later, I may want your instance when the time comes
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portal2companioncube
108 Posts
Posted Jul 16, 2012
Replied 2 days later
This will solve a problem I'm experiencing right now. I have moving platforms that I want to go to multiple levels, therefore, I have to use multiple moving platforms. I would like them to automatically start moving as soon as you step from one to the other. This could easily be done with a trigger_once, so this is perfect! I tried putting them in in Hammer, but PTI makes maps so detailed, everything goes completely choppy. That's really the only thing I would really use Hammer for, except I would like to add a few bottomless pits. So this fixes almost all of my problems!
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FelixGriffin
2,680 Posts
Posted Jul 16, 2012
Replied 26 minutes later
I don't know if bottomless pits are possible, unless...

Wait...

I suppose you could make a 3D skybox of test chambers, then edit the goo instance to use the tools/skybox texture, which hides the walls behind it (like goo would) and instead shows the skybox.

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portal2tenacious
393 Posts
Posted Jul 16, 2012
Replied 14 minutes later

FelixGriffin wrote:
I don't know if bottomless pits are possible, unless...

Wait...

I suppose you could make a 3D skybox of test chambers, then edit the goo instance to use the tools/skybox texture, which hides the walls behind it (like goo would) and instead shows the skybox.

TOUCHDOWN

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Alexander Bell
306 Posts
Posted Jul 17, 2012
Replied 11 hours later
Will the triggers be stretchable? I can't really see one square triggers being very helpful tbh.

Ah, think of the death maps and roller coasters other people could create with this thing.. Personally I'm going to make a map where you're flinging, it looks like you're going to land on some grating in front of an open exit, and then you hit a trigger and the wall opens up and you fly through that

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El Farmerino
393 Posts
Posted Jul 17, 2012
Replied 1 hour later

Alexander Bell wrote:
Ah, think of the death maps and roller coasters other people could create with this thing..

Perhaps there could be a hidden line of code that detects when someone makes a rollercoaster map, responding by surreptitiously downloading lots of kiddie porn and alerting the authorities.

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portal2companioncube
108 Posts
Posted Jul 17, 2012
Replied 1 hour later

FelixGriffin wrote:
I don't know if bottomless pits are possible, unless...

Wait...

I suppose you could make a 3D skybox of test chambers, then edit the goo instance to use the tools/skybox texture, which hides the walls behind it (like goo would) and instead shows the skybox.

I was thinking I could fill the pit with the blocklight texture and have a trigger_hurt overlapping it.

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FelixGriffin
2,680 Posts
Posted Jul 17, 2012
Replied 1 hour later
But you'd still see the walls and floor behind it, wouldn't you? I mean, blocklight doesn't block the player's sight, does it?