[SOLVED]Elevator Spawn w/o Portal Gun/only with one Portal?

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RectorRocks
522 Posts
Posted Aug 11, 2012
I'm trying to a make a map with the player without a portal gun at first, then as the player progresses, he gets a single-Portal variant Portal gun and then gets the dual-Portal device. But the elevator's transition instance have only a info_player_start, without a weapon_portalgun. But when I play my map, I start with dual-Portal device. How can I spawn in an elevator without a portal gun/portal gun with only one Portal? Thanks!
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Alexander Bell
306 Posts
Posted Aug 11, 2012
Replied 1 hour later
download the beemod, use that elevator instance or teleport the player to the room to take away the pgun
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tanger2b
70 Posts
Posted Aug 11, 2012
Replied 11 minutes later
Or you could put a trigger_weaponstrip at the bottom of the elevator to get rid of the portal gun, and place a weapon_portalgun below it with only portal 1 set. It's what and I'm pretty sure most people use.
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Alexander Bell
306 Posts
Posted Aug 11, 2012
Replied 2 minutes later
I've heard that doesn't always work
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RectorRocks
522 Posts
Posted Aug 11, 2012
Replied 1 minutes later
Haven't tried the trigger_weaponstrip, but I tried placing the weapon_portalgun with only one Portal set at the bottom of the elevator and it didn't work.
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Devolution
8 Posts
Posted Aug 11, 2012
Replied 3 hours later
Better use a player_weaponstrip and a logic_auto to Strip the player OnMapSpawn, than, as told, place a weapon_portalgun with the "start constrained" flag checked, it'll work.
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ChickenMobile
2,460 Posts
Posted Aug 11, 2012
Replied 7 hours later
Why don't people just remove that damn transition script and be done with it?
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RectorRocks
522 Posts
Posted Aug 11, 2012
Replied 1 minutes later
Huh? O_o
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ChickenMobile
2,460 Posts
Posted Aug 11, 2012
Replied 6 minutes later
Edit the instance and remove the script that calls the giving of the portalgun. Done.
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RectorRocks
522 Posts
Posted Aug 11, 2012
Replied 47 minutes later
Thanks! Its solved now! :biggrin:
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Komali100
11 Posts
Posted Aug 23, 2012
Replied 11 days later

ChickenMobile wrote:
Edit the instance and remove the script that calls the giving of the portalgun. Done.

Do you mean the script inside the "arrival_departure_transition_ents.vmf" instance?

I tried deleting that script and when I loaded the map, there was nothing but the crosshairs and darkness. Can you help me? Do I need to copy and edit the actual transition script?

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RectorRocks
522 Posts
Posted Aug 24, 2012
Replied 3 hours later
I solved it by deleting the outputs in the logic_auto in my arrival_departure_transition_ents.vmf.
Originally, the outputs were:
OnMapSpawn -> command -> Command -> give_portalgun -> 0.00
OnMapSpawn -> command -> Command -> upgrade_portalgun -> 0.10
Deleting both of the outputs will result in the player not having the portal gun, while deleting only the "upgrade_portalgun" output will result in the player having only a single-portal variant portal gun (Portal gun that can only shoot blue portals)
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Caden
174 Posts
Posted Feb 14, 2013
Replied 5 months later

RectorRocks wrote:
I solved it by deleting the outputs in the logic_auto in my arrival_departure_transition_ents.vmf.
Originally, the outputs were:
OnMapSpawn -> command -> Command -> give_portalgun -> 0.00
OnMapSpawn -> command -> Command -> upgrade_portalgun -> 0.10
Deleting both of the outputs will result in the player not having the portal gun, while deleting only the "upgrade_portalgun" output will result in the player having only a single-portal variant portal gun (Portal gun that can only shoot blue portals)

To be clear you said that you opened up the arrival_departure_transition_ents.vmf and then modified a logic_auto... well I don't see a logic_auto so what am I supposed to do!?

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josepezdj
2,386 Posts
Posted Feb 15, 2013
Replied 8 hours later

Caden wrote:
To be clear you said that you opened up the arrival_departure_transition_ents.vmf and then modified a logic_auto... well I don't see a logic_auto so what am I supposed to do!?

You have 3 main "rooms" into the instance; check into the thinnest one, there several logic_relays and logic_autos. Look into their outputs tab.

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RectorRocks
522 Posts
Posted Feb 15, 2013
Replied 5 minutes later
Sorry, I forget to mention that my arrival_departure_transition_ents.vmf is from "Good Enough for Science" map. It comes with the vmf.

Or just use Brainstone's elevator instances. I just that now. :smile:

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BenVlodgi
633 Posts
Posted Feb 15, 2013
Replied 24 minutes later
just cover the starting elevator with a weapon strip, with the kill weapon option checked.... dont mess with instances, they generally shouldn't be changed
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josepezdj
2,386 Posts
Posted Feb 15, 2013
Replied 1 minutes later

RectorRocks wrote:
Sorry, I forget to mention that my arrival_departure_transition_ents.vmf is from "Good Enough for Science" map. It comes with the vmf.

Or just use Brainstone's elevator instances. I just that now. :smile:

That doesn't really matters... I assure you those outputs are there into the stock instances as well :thumbup:

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Gemarakup
1,183 Posts
Posted Feb 15, 2013
Replied 2 hours later

BenVlodgi wrote:
just cover the starting elevator with a weapon strip, with the kill weapon option checked.... dont mess with instances, they generally shouldn't be changed

Can't you just copy the instances and edit them with the custom transition script?

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Caden
174 Posts
Posted Feb 15, 2013
Replied 28 minutes later

josepezdj wrote:
Caden wrote:

To be clear you said that you opened up the arrival_departure_transition_ents.vmf and then modified a logic_auto... well I don't see a logic_auto so what am I supposed to do!?

You have 3 main "rooms" into the instance; check into the thinnest one, there several logic_relays and logic_autos. Look into their outputs tab.

Should I be concerned there aren't any logic_autos?

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zivi7
649 Posts
Posted Feb 15, 2013
Replied 8 hours later
I don't have a logic_auto in there either. All hope is lost!