Ben and August’s Extended Editor (BEEMOD) & BEE2
yishbarr wrote:
So, BEE2 is supposed to be a GUI version of FGEMOD?
BEE 2 is a future product that is currently in early development. Im not sure if this topic is fitted for a discussion about that.
Lpfreaky90 wrote:
yishbarr wrote:So, BEE2 is supposed to be a GUI version of FGEMOD?
BEE 2 is a future product that is currently in early development. Im not sure if this topic is fitted for a discussion about that.
good of place as any I suppose> yishbarr wrote:
So, BEE2 is supposed to be a GUI version of FGEMOD?
I started working on the BEE2 the day I published the BEE, but I was taking a long time, so Felix decided to make the FGE mod as a commandline palette chooser.
For a while I actually abandoned development of it, but I recently started working on it again, and Carl joined me.
The two mods are very similar, so I can ship the BEE2 with any Bug free item (including Felix's items)
I have two super-colliding super buttons as the inputs to a moderately complex system of NOT, AND and OR gates in order to control an excursion funnel in the way I'd like. However, when I first load up the map, the logic doesn't work as I'd expect. It's only after I've activated both buttons that everything starts behaving. Once I've done that I can have any combination of the two buttons pressed and unpressed and everything works as intended. Is this an issue you've come across before?
I personally haven't found a way to fix the NOT gate's bug. you could try doing something like placing a cube dropper hidden above a panel which would would activate the button, the fizzle and panel would close
you may be able to rearrange the gates in a way that would work
or perhaps add an invisible trigger once into the mix
The BEE2 interface is nearly done, now I'm going to be focusing on creating new items.
Here is a list of planned Items:
*New Dropper containing
*-Catapult Cube
*-BumbleBall
*-Working Turret
*-Broken Turret
*-Boxed Turret
*Bomb Dispenser
*Upgrade Portal gun item
*Sendificator
*Laser Fizzler
*Vactubes for transportation of Gels, Cubes, and Player
*Wheatley Monitor
*Security Cameras
*Wide Catapult
*Portalable Piston
*Coop Checkpoints
*Spinny Blade Hazard
*Voxel Sized Crushers
make suggestions either here, or in the Portal 2 Discussion
You'd place the radio somewhere in the test chamber, and be able to tweak 'Position Sound' by ticking a box. Ticking this box would make it act like a normal radio, (gets quieter as you move away) and not ticking it would play the music throughout the level no matter where you went.
I hope this wouldn't be too hard to implement.
WheatleyTheCore wrote:
I really need the Wheatley Monitors for my chamber I'm working on at the moment.