Is there a command to demote the portal gun? [solved]
Goldenknighttim wrote:
What I have set up already is very similar to what you are suggesting. The problem is that the portal guns that are spawning on the player are respawning, and forming a pile of portal guns that, for some reason, have 1 portal active.
I don't get it. My setup only gives a gun to the player that died, and only after removing the one that the respawn itself automatically gave him >.<
FelixGriffin wrote:
Why not just use a trigger_multiple > OnStartTouch > !activator > Kill? Or even simpler, a trigger_remove?
The problem with this is that portal guns don't seem to fall under any flags for triggers to recognise. When I tested, I used triggers with these flags:
+clients
+NPCs
+pushables
+physics objects
-only player ally NPCs
-only clients in vehicles
+Everything (not including physics debris)
-Only clients "not" in vehicles
+physics debris
-only NPCs in vehicles (respects player ally flag)
-Correctly account for object mass (trigger_push used to assume 100Kg) and multiple componant physobjs (car, blob...)
I have assumed that this combination of flaggs meant pretty much everything, but portal guns are not affected by a trigger remove with these flags.
josepezdj wrote:
Goldenknighttim wrote:What I have set up already is very similar to what you are suggesting. The problem is that the portal guns that are spawning on the player are respawning, and forming a pile of portal guns that, for some reason, have 1 portal active.
I don't get it. My setup only gives a gun to the player that died, and only after removing the one that the respawn itself automatically gave him >.<
I think you are talking about the respawning portal gun that it gives you while you are in the dropper. I mean the portal gun that the entity maker gives you also respawns with the unwanted settings. Each time you die, the entity maker gives the player 1 more, and something gives the previous portalgun(created by the entity maker) back to where it originally spawned with the unwanted settings.
What about using a filter_activator_class, with the entity set to weapon_portalgun altogether with a trigger_mutliple under the trigger_weapon_strip that fires the output Kill o OnTrigger?
I tried your suggestion anyway, except I put the trigger in my pit under a playerclip and nonsolid brush, which is under the spawn. It didn't work. I always got the impression that the filters made some objects not be able to be detectable. Not that they allow things that wouldn't be detectible to be detectible. So I wouldn't have expected that to work anyway. But thanks for trying to help all the same.
OK, I've made a quick example map in hammer and it works like a charm. Maybe the problem is that you are trying to achieve this via the pti editor?
Check the attached map. Place the .BSP map /maps folder, the file 'mp_coop_portalguns_test.VMF' under sdk_content/maps folder, and finally the modified instance into your folder sdk_content/maps/instances/coop. Run it with the command:
ss_map mp_coop_portalguns_test
The changes from the discussed above are 2:
-
As Felix already said, to use each player as targetname, you can't use the exclamation sign (!) before red or blue, but just that, 'red' and 'blue'.
-
I added one gun for each player (+ one env_entity_maker and point_template per gun) instead of using just one.
Easier then.
I'm not trying to make a hammer map, I'm trying to mod my pti because school has started, and I no longer have the time to make many maps in hammer. If this was an ordinary map made with hammer, It would be as easy as you say to get this to work, but there is something different about how portal guns spawn with a modded pti, and that's what I need help with.
Goldenknighttim wrote:
ok, can you do me a favor? Can you try putting this setup in your door_entrance_coop_1 and then try creating a pti map (without exporting it). Back it up of course before editing. If it still works perfectly for you, then there is a problem with my, and my friends portal 2 files. However, I expect that you will see what I'm talking about. In your pti map, make sure to leave a way to die, and test by dying multiple times(This is not an attempt to be rude, lol. The portal guns respawn quicker when you die. I don't know how that is going to come across.). I'm very thankful for your patients and help with the problem so far. I won't be able to examine your test until either tonight, or tomorrow, so I can't tell if you edited an exported map from the pti or not. If you did edit a pti map for your test, then don't bother with the favor I asked because the problem would surely be on my computer.I'm not trying to make a hammer map, I'm trying to mod my pti because school has started, and I no longer have the time to make many maps in hammer. If this was an ordinary map made with hammer, It would be as easy as you say to get this to work, but there is something different about how portal guns spawn with a modded pti, and that's what I need help with.
in short, there is no way to do this in the PTI... there is no demote command
also, just because you are in school doesn't mean you don't have enough time to open hammer... hammer actually takes less time to load up for me than the PTI... and making a brush takes the same time.
you'll have to create a custom item for the pti if you want this effect
That said, I don't like giving up. I know by now that the portal gun cannot be demoted with a command. The method Felix suggested,(and that has been repeated several times) is a good idea for getting that done, but this glitch with the portals respawning is getting in the way. I will not give in and let the glitch ruin my maps, or keep me from trying to be creative. I am trying to find a way around it. I am trying to ask for help with getting around this glitch. Even while I ask, I'm looking into it myself.(when I'm not buisy with schoolwork.) If you tell me its impossible, Ill still keep looking and experimenting untill I know why it is impossible(If it really is impossible). I believe I have narrowed down that it is not a script. (I have been thinking it is a script creating the problem for a while) There are only so many more things it could be. Please don't try to discourage me.
As I had just said, I found that the problem I have been having seams to have nothing to do with the pti.