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

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supermarioportal2
83 Posts
Posted Aug 30, 2012
Replied 2 hours later

Raemari wrote:
Actually, if you could make stuff hover, it would be pretty cool. Not in the hover turret fashion (that would be cool too), but being able to place stuff in mid air (to fall when the map loads) would be pretty useful.

http://half-life.wikia.com/wiki/Hover_Turret

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FelixGriffin
2,680 Posts
Posted Aug 30, 2012
Replied 13 minutes later

HMW wrote:
FelixGriffin wrote:

HMW, do you mind if I include your logic gates? They're the best logic implementation I've seen, and I want to expand the idea of the floor lights with different gates inside.

Sure! Let me know if you need different editor models for them. (Or alternatively: if you're good with Blender, I can send you the source file and you can make them yourself.)

Thanks so much! I'm not at all good with Blender, but if you could make one with a circle in the center, one with a square, and one with a sort of |/| (vertical, then a slant and vertical connected), that should be all I need. I can build the func_detail patterns. I'll put you in the credits.

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Raemari
4 Posts
Posted Aug 30, 2012
Replied 17 minutes later

supermarioportal2 wrote:
http://half-life.wikia.com/wiki/Hover_Turret

Oh, heh, cool! I meant for the mod, though.

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FelixGriffin
2,680 Posts
Posted Aug 30, 2012
Replied 2 minutes later
Sadly, nothing can hover in the PTI. It's just the way it's coded.
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Raemari
4 Posts
Posted Aug 30, 2012
Replied 4 minutes later
Darn, I was afraid of that.
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aajames
1 Posts
Posted Aug 30, 2012
Replied 44 minutes later
Having a problem with this. I added some pellet emitters and catchers to my map but someone sent me this screenshot of them: http://steamcommunity.com/id/Yoann166/screenshot/920113049710644740

It is working fine for me when I play the map, presumably because I have the mod installed? Has anyone seen this before and is there a fix or is it required to have this mod to play maps created with this mod?


Edit: OK I found out that BEE needs to be installed by players, HOWEVER a fix is to use Pakrat (http://www.bagthorpe.org/bob/cofrdrbob/pakrat.html) to package the pellet resources into your map's .BSP file before publishing. If you do this, BEE does not need to be installed by players.

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BenVlodgi
633 Posts
Posted Aug 30, 2012
Replied 2 hours later

aajames wrote:
Having a problem with this. I added some pellet emitters and catchers to my map but someone sent me this screenshot of them: http://steamcommunity.com/id/Yoann166/screenshot/920113049710644740

It is working fine for me when I play the map, presumably because I have the mod installed? Has anyone seen this before and is there a fix or is it required to have this mod to play maps created with this mod?


Edit: OK I found out that BEE needs to be installed by players, HOWEVER a fix is to use Pakrat (http://www.bagthorpe.org/bob/cofrdrbob/pakrat.html) to package the pellet resources into your map's .BSP file before publishing. If you do this, BEE does not need to be installed by players.

yes... you also need to pak this file to allow the map to be played
portal 2\portal2_dlc2\scripts\vscripts\bee_version.nut

or just tell everyone to install the mod =p

I actually have this disclaimer on my website

Portal2BackStock.com/BEE wrote:
When you finish making your chamber with BEE installed you can publish your maps just like normal, however puzzles you make that include High Energy Pellets (HEPs) will require people who download your chamber to install the BEE-resource package before playing the chamber.

If you are a savvy person you can use pakrat to package the HEP resources into your .bsp before publishing. By doing this people wont have to have the BEE-resource package installed to play your chamber.

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supermarioportal2
83 Posts
Posted Aug 31, 2012
Replied 6 hours later
cough hover turrets cough
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Brainstone
401 Posts
Posted Aug 31, 2012
Replied 3 hours later

supermarioportal2 wrote:
cough hover turrets cough

What you describe is not a hover turret.

This is a hover turret.

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supermarioportal2
83 Posts
Posted Aug 31, 2012
Replied 9 minutes later

Brainstone wrote:
supermarioportal2 wrote:

cough hover turrets cough

What you describe is not a hover turret.

This is a hover turret.

did you did this ?

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Brainstone
401 Posts
Posted Aug 31, 2012
Replied 5 minutes later
I built it in Hammer and will do puzzles with it. The idea, though, is from DarkyLight.
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supermarioportal2
83 Posts
Posted Aug 31, 2012
Replied 1 minutes later

Brainstone wrote:
I built it in Hammer and will do puzzles with it. The idea, though, is from DarkyLight.

maybe you add it to peti ? when you place a normal turret there will be turret type and there will be "normal " and "hover"

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portal2tenacious
393 Posts
Posted Aug 31, 2012
Replied 1 hour later

supermarioportal2 wrote:
Brainstone wrote:

I built it in Hammer and will do puzzles with it. The idea, though, is from DarkyLight.

maybe you add it to peti ? when you place a normal turret there will be turret type and there will be "normal " and "hover"

Ooo! Idea! Learn hammer! Really helpful stuff.

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FelixGriffin
2,680 Posts
Posted Aug 31, 2012
Replied 40 minutes later
What an amazing idea! You should try that, SMP2.
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UsCobra11
272 Posts
Posted Aug 31, 2012
Replied 28 minutes later
omg lyk hai guys can u add everything u can do in hamr into peti lol k thank u

Stop that.

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Habzs
225 Posts
Posted Aug 31, 2012
Replied 10 minutes later

supermarioportal2 wrote:
maybe you add it to peti ? when you place a normal turret there will be turret type and there will be "normal " and "hover"

Learning Hammer isn't that hard. Adding these to PTI when you can already do it in Hammer is just waste of time, and it's kinda troublesome.

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portal2tenacious
393 Posts
Posted Aug 31, 2012
Replied 3 hours later
My friend Just Marco has been asking if you can create:
1. Teleports
2. Two auto portals.
I know two auto portals can be done, but you still receive the single portal device. Any help would be great.
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BenVlodgi
633 Posts
Posted Aug 31, 2012
Replied 29 minutes later

portal2tenacious wrote:
My friend Just Marco has been asking if you can create:
1. Teleports
2. Two auto portals.
I know two auto portals can be done, but you still receive the single portal device. Any help would be great.

no teleports, because how would you define a desination?
autoportals yes... those are in the bee 2

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Lpfreaky90
2,842 Posts
Posted Aug 31, 2012
Replied 33 minutes later

BenVlodgi wrote:
portal2tenacious wrote:

My friend Just Marco has been asking if you can create:
1. Teleports
2. Two auto portals.
I know two auto portals can be done, but you still receive the single portal device. Any help would be great.

no teleports, because how would you define a desination?
autoportals yes... those are in the bee 2

teleports just two entities that need to be linked together, with just a worldportal?
I can't wait to see the glitches we'll get if that's introduced to the PTI

As for the auto portals; does that also include the possibility for 1p maps? :3

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FelixGriffin
2,680 Posts
Posted Aug 31, 2012
Replied 4 hours later
If it were a trigger_teleport and info_target, they could each have a counter. The destination would be named @teleport_destination_$counter or the like.