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

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Shane
243 Posts
Posted Aug 03, 2012
Replied 8 hours later
Awesome, you guys are making impressive progress
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FelixGriffin
2,680 Posts
Posted Aug 03, 2012
Replied 46 minutes later
Why not just use the button class? You only need three instances for logic gates, plus Start Disabled. AND/OR/XOR/NAND/NOR/NXOR. Anything else can be made from those.
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Alexander Bell
306 Posts
Posted Aug 03, 2012
Replied 9 minutes later

FelixGriffin wrote:
Why not just use the button class? You only need three instances for logic gates, plus Start Disabled. AND/OR/XOR/NAND/NOR/NXOR. Anything else can be made from those.

Why even make the logic gates? Any PTI user with half a brain can build off map contractions with lasers and cubes and stuff to build all that...

Whatever, can't complain.

...why the hell won't my user avatar ever load?

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Shane
243 Posts
Posted Aug 03, 2012
Replied 52 minutes later
I've used HMW's logic gates in a couple of my maps and they do open up more options with regards to sequencing of puzzle pieces. I support Ben's decision to include them and I'm glad he's working so hard to polish this before release.
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BenVlodgi
633 Posts
Posted Aug 03, 2012
Replied 1 hour later
lasers and cubes use up so much memory to run, I played a map rachel made, and it was the laggyest thing I've ever played, put it used lasers for timers
you will NEED logic gates for some things, like to set up autoportal logic, or to set up HEPs
the use of triggers will also be expanded with logic
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Alexander Bell
306 Posts
Posted Aug 03, 2012
Replied 2 hours later

BenVlodgi wrote:
lasers and cubes use up so much memory to run, I played a map rachel made, and it was the laggyest thing I've ever played, put it used lasers for timers
you will NEED logic gates for some things, like to set up autoportal logic, or to set up HEPs
the use of triggers will also be expanded with logic

Autoportal logic? isn't it just a prop_portal on some prop_dynamics and brushes, possibly connected to a button with the output onpressed (name) enable/disable? And in the vid thing on here, the HEP just spawns and shoots, and you can just connect the thing to the launcher and have it start enabled (I think thats what happened)?

And didn't they fix the laser sparks causing lag thing like a month or two ago?

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BenVlodgi
633 Posts
Posted Aug 03, 2012
Replied 3 hours later
to turn off a HEP emitter, you need a not gate connected to the emitter and catcher
autoportals are a bit more complex than that, and you will need to use logic to determine what portals will be recalled when certain ones close
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portal2tenacious
393 Posts
Posted Aug 04, 2012
Replied 1 day later
Are you planning on making faith plates that toggle on and off with V2.0?
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Alexander Bell
306 Posts
Posted Aug 04, 2012
Replied 44 minutes later

portal2tenacious wrote:
Are you planning on making faith plates that toggle on and off with V2.0?

Easy enough in Hammer (you know its easy, if its me saying its easy)

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BenVlodgi
633 Posts
Posted Aug 05, 2012
Replied 36 minutes later

Alexander Bell wrote:
portal2tenacious wrote:

Are you planning on making faith plates that toggle on and off with V2.0?

Easy enough in Hammer (you know its easy, if its me saying its easy)

well I think everything in hammer is easy
some people want them toggleable, and some people want them to send outputs, we'll see

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Yenwood
95 Posts
Posted Aug 05, 2012
Replied 22 minutes later

BenVlodgi wrote:
some people want them to send outputs, we'll see

Sending an output with the faith plates can just be putting a trigger on top of it, or if you can't, in the player's path.

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floris-89
9 Posts
Posted Aug 05, 2012
Replied 1 hour later
I consider that it is necessary to add necessarily still possibility of creation destroyed, after failure, chambers and test rooms of 1980th years
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BenVlodgi
633 Posts
Posted Aug 05, 2012
Replied 1 hour later

floris-89 wrote:
I consider that it is necessary to add necessarily still possibility of creation destroyed, after failure, chambers and test rooms of 1980th years

what you just said made almost no sense

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portal2tenacious
393 Posts
Posted Aug 05, 2012
Replied 4 hours later
He wants you to make destroyed and old aperture. It's a necessity.
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BenVlodgi
633 Posts
Posted Aug 05, 2012
Replied 48 minutes later

portal2tenacious wrote:
He wants you to make destroyed and old aperture. It's a necessity.

ahh well its not, and to make maps that look authentic in these styles the editor would have to have some serious changes made to its source code, however Carl is making a style mod which changes out textures and things like that

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Alexander Bell
306 Posts
Posted Aug 05, 2012
Replied 2 hours later

BenVlodgi wrote:
Alexander Bell wrote:

portal2tenacious wrote:

Are you planning on making faith plates that toggle on and off with V2.0?

Easy enough in Hammer (you know its easy, if its me saying its easy)

well I think everything in hammer is easy
some people want them toggleable, and some people want them to send outputs, we'll see

just disable the trigger_catapult, and add the output on the trigger (I've never done it but I think you can use trigger_catapults to send outputs). And disable whatever triggers the animation (the trigger catapult?). Simple as that.

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BenVlodgi
633 Posts
Posted Aug 05, 2012
Replied 57 minutes later

Alexander Bell wrote:
just disable the trigger_catapult, and add the output on the trigger (I've never done it but I think you can use trigger_catapults to send outputs). And disable whatever triggers the animation (the trigger catapult?). Simple as that.

I know how to do it, it is very simple, it is much more involved than how you described it. you actually will need a math counter, a toggleable logic branch, and a few different parameters to support input, output is easier
I'm just not promising I'll do it

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Alexander Bell
306 Posts
Posted Aug 05, 2012
Replied 45 minutes later

BenVlodgi wrote:
Alexander Bell wrote:

just disable the trigger_catapult, and add the output on the trigger (I've never done it but I think you can use trigger_catapults to send outputs). And disable whatever triggers the animation (the trigger catapult?). Simple as that.

I know how to do it, it is very simple, it is much more involved than how you described it. you actually will need a math counter, a toggleable logic branch, and a few different parameters to support input, output is easier
I'm just not promising I'll do it

If you do, can you make them sing "baby" by justin bieber every time one is used? THAT should teach the roller coaster community

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Shane
243 Posts
Posted Aug 05, 2012
Replied 3 hours later
One of the things I found annoying about the editor was that it didn't allow you to activate a faith plate, or start it inactive. I understand Ben's reasons for wanting to concentrate on other things but I admit i'd like to see the option to connect puzzle elements to faith plates to activate / deactivate them.
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Invorxt
24 Posts
Posted Aug 05, 2012
Replied 43 minutes later

Shane wrote:
One of the things I found annoying about the editor was that it didn't allow you to activate a faith plate, or start it inactive. I understand Ben's reasons for wanting to concentrate on other things but I admit i'd like to see the option to connect puzzle elements to faith plates to activate / deactivate them.

where were you able to download it