Spawn without Portal gun

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portal2companioncube
108 Posts
Posted Feb 20, 2012
How do you make the player spawn without a portal gun?
Thanks!
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wrathofmobius
216 Posts
Posted Feb 20, 2012
Replied 1 hour later
I'm assuming your map has sp_ at the beginning. There's a script file that you'd have to edit if this is the case. Or, you could do what I did and just name your map something without sp_ at the beginning.
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Fluppy
94 Posts
Posted Feb 20, 2012
Replied 1 hour later
I use trigger_weapon_strip.
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XnowFM
11 Posts
Posted Feb 21, 2012
Replied 14 hours later
A friend of mine had a similar request, so I made this map really quickly a couple of weeks ago.
It is a coop-map (you can see/test it better that way), but you can do a similar trick with a singleplayer map.

Both players start with no portal gun, and when dying (with the "help" of toxic water) they respawn without portal gun.
When Orange pick ups the portal gun and then dies, he respawns with the portal gun, but blue will still respawn without one.

Playable map: http://dl.dropbox.com/u/14877436/mp_coop_toussi.bsp

To see how I made it: http://dl.dropbox.com/u/14877436/mp_coop_toussi.zip

I just used Valve's original coop spawn room as a func_instance. I then created two trigger_multiple, which were linked to the weaponstrip entity (shift+ctrl+f and then search for "playerw" )
both are needed for a non-portalgun respawn.

At the portalgun is another trigger; killing the weaponstrip trigger, and thus make it possible to spawn with portalgun.

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ChickenMobile
2,460 Posts
Posted Feb 21, 2012
Replied 24 minutes later
In coop there's entities you can place in that force the players not to spawn with a portal gun.

See: post44624.html?hilit=gun%20spawn#p44624

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Fracture
797 Posts
Posted Mar 07, 2013
Replied 1 year later
im trying something a little bit differant, I made the player lose their portalgun, but later on they find it again. I tried a weapon strip trigger and the actual entity, but respawning after death doesn't make them work again, not even with the logic_auto
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TopHATTwaffle
113 Posts
Posted Mar 07, 2013
Replied 31 minutes later
You could use a logic_timer to fires every X seconds to kill "weapon_portalgun". Then just shut the timer off when they are allowed to have it back.
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Fracture
797 Posts
Posted Mar 08, 2013
Replied 10 hours later
i don't quite understand the entities properties, I can't get it to repeat itself
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TopHATTwaffle
113 Posts
Posted Mar 08, 2013
Replied 2 minutes later

Fracture wrote:
i don't quite understand the entities properties, I can't get it to repeat itself

What entity? Can you be more specific?

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Fracture
797 Posts
Posted Mar 08, 2013
Replied 1 hour later
the logic_timer, It's not activating the weaponstrip after death like it was before death. I actually attempted a variety of ways that have an infinite repetitive and potentially interuptable and repeatable methods of setting off the weaponstrip, but no matter what after respawning from death i still have that damn gun in my hands
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TopHATTwaffle
113 Posts
Posted Mar 08, 2013
Replied 7 hours later
Do you have your trigger_weaponstrip as a volume trigger that is covering the entire map?
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Fracture
797 Posts
Posted Mar 08, 2013
Replied 3 hours later
no, i have the actual entity. And this may be a little more complex, I actually have the player alternating between two weapons, one is the portalgun.
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TopHATTwaffle
113 Posts
Posted Mar 08, 2013
Replied 4 minutes later
If you just target "weapon_portalgun" and kill, it should just remove the gun from the level.
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Fracture
797 Posts
Posted Mar 08, 2013
Replied 4 minutes later
yeah that is essentially what I am trying to do. I think because the map starts with sp_ it keeps ignoring it somehow. Which sucks because I needed it names with sp_

i forget why...

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TopHATTwaffle
113 Posts
Posted Mar 08, 2013
Replied 9 minutes later
That is where the logic timer works. Add an output that reads: OnTimer, Weapon_Portalgun, kill,, 0.00

Have the timer fire ever 0.2 seconds

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Fracture
797 Posts
Posted Mar 08, 2013
Replied 2 minutes later
I didn't know you could target an automatically received portalgun like that. I will see if that works
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TopHATTwaffle
113 Posts
Posted Mar 08, 2013
Replied 7 minutes later
You can target any entity like that. For instance, if you targeted "Trigger_Multiple" with disable, it would disable EVERY trigger_multiple in your level.
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Fracture
797 Posts
Posted Mar 08, 2013
Replied 3 minutes later
okay here is where things get weird.....

all it did was remove the crosshairs and disable the gun.... I am still holding it o_o

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TopHATTwaffle
113 Posts
Posted Mar 08, 2013
Replied 3 minutes later
I recall this issue before. You should be able to r_drawviewmodel 0 to hide it.
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Fracture
797 Posts
Posted Mar 08, 2013
Replied 8 minutes later
THESE LAST 5 POSTS SHOULD BE TOP PAGE MATERIAL.

THE GUN IS GONE :notworthy: