Ben and August’s Extended Editor (BEEMOD) & BEE2
deli73 wrote:
Seriously, i don't like windows. I know that's like impossible in your minds or something, but it's just the truth. And MAC USERS HAVE A RIGHT TO HAVE A WORKING ADVANCED EDITOR TOO!
Once they make Hammer for mac, i'll stop bothering you.
I've been told that the regular BEE doesn't work on Macs
could you confirm or deny that
After validating your cache files, could you post your scripts/editoritems.txt file here?
A while back, I rigged up the prototype of a level with the mod (since I find it makes things a bit easier to visualize at first). I had been hoping to bring it over into Hammer afterwards, and put on the finishing touches for it.
Problem is, a number of the elements just sort of... break once in Hammer. Doors don't open, the elevators and spawn points get whacky etc. Is there something I'm doing wrong, or do I just need to figure out some workarounds for those kinds of issues?
Sarcasmateur wrote:
Hey, I'm not 100% sure whether this issue has been addressed already, but I'm having a bit of trouble making the BEE mod and Hammer play nice together?
A while back, I rigged up the prototype of a level with the mod (since I find it makes things a bit easier to visualize at first). I had been hoping to bring it over into Hammer afterwards, and put on the finishing touches for it.
Problem is, a number of the elements just sort of... break once in Hammer. Doors don't open, the elevators and spawn points get whacky etc. Is there something I'm doing wrong, or do I just need to figure out some workarounds for those kinds of issues?
did you export the map, or are you just using the items.
some items require the Bee global ents to be present, which are in the elevator instances for convenience
Sarcasmateur wrote:
I had been exporting it, but! It looks like the problem fixed itself after I added and then deleted an info_player_start entity. Don't know why, but I'm glad that it does. Thanks!
by default the info_player start is actually inside the transition ents, but by creating a newer one that one will take precedence
Absolutely loving the mod, although I'm hesitant to use the trigger blocks (and sometimes the logic gates due to the looks of the connection paths). I'd also appreciate the ability to control the energy ball speed and lifespan. Good luck working everything out!
BenVlodgi wrote:
deli73 wrote:Seriously, i don't like windows. I know that's like impossible in your minds or something, but it's just the truth. And MAC USERS HAVE A RIGHT TO HAVE A WORKING ADVANCED EDITOR TOO!
Once they make Hammer for mac, i'll stop bothering you.I've been told that the regular BEE doesn't work on Macs
could you confirm or deny that
Well, it did work, but it mysteriously stopped working after I verified the game chache when the game bugged out.
Then, i tried reinstalling it, but the regular PTI editor kept showing up!! I have no clue what's going on.... =(
crazyal02 wrote:
It works for me on a Mac, although this might have something to do with using it in conjunction with the Style Changer mod.
What's the Style Changer mod?
(P.S. I love the ranks on this forum, they're hilarious!)
xD
deli73 wrote:
crazyal02 wrote:It works for me on a Mac, although this might have something to do with using it in conjunction with the Style Changer mod.
What's the Style Changer mod?
Text! (You can press a button and make text pop up/etc)
Auto blue portals!
(A question: How do you make it so you don't have a Portal gun until you pick it up? And what does the "not" and "or" and those things do?
)
Teleports... sort of! (Once you pass a certain spot, the game teleports you to a chosen spot, like faith plates but... faster and less WEEEEEEEEE WEEEEEEEEEEEE WEEEEEEEE!)
Thank you for making this mod <3
The rest would be possible, the FGEMOD has instances for blue autoportals and rotating guns, but I don't know of a good way to make the player spawn gunless.
Also, how would teleporters help? They just sound confusing.
The way I see it would be like this: the PTI item would just be an instance with a 128 unit linked_portal_door and the nessecary instance entities/relays and so on. Connecting it to another world portal would link them together.
The only problems I could see with that would be placing it in the middle of the map/somewhere where there isn't a surface on every side, or people not knowing that they have to link it to another one (although it sounds like common sense, you'd be surprised with some people). Unless "(connect to one other world portal)" was on the PTI in-game model.