Change level help!

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beecake
484 Posts
Posted Oct 23, 2011
I have a short intro-level in which i want to change (when you go out the elevator) to another level.
The change level works fine but when i spawn in the next level i somehow spawn outside the map in total darkness. I were supposed to spawn inside the elevator but i didn't.

In map1 the change_level trigger is:

On pass; change_level; ChangeLevel; map2; 6.00

In map2 i am using the instances:

instances/turbine_elevator/arrival_elevator_a4_base.vmf

instances/turbine_elevator/arrival_elevator_logic.vmf

instances/transitions/arrival_departure_transition_ents.vmf

The logic is not "a4" because i want the elevator to come from above.

What is wrong?

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Another Bad Pun
516 Posts
Posted Oct 23, 2011
Replied 1 hour later
Is the origin outside or inside your map? If there isn't an info_player_start in your map, you will spawn at the origin; it's the default location. Make sure you have a spawn somewhere, (In this case it would probably be best to put it in the elevator,) because some elevator instances don't do it automatically. Check that and come back; if that doesn't work, (or you already have a spawn point,) then it's probably an error in the level transitions script.
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beecake
484 Posts
Posted Oct 23, 2011
Replied 3 minutes later

Another Bad Pun wrote:
Is the origin outside or inside your map? If there isn't an info_player_start in your map, you will spawn at the origin; it's the default location. Make sure you have a spawn somewhere, (In this case it would probably be best to put it in the elevator,) because some elevator instances don't do it automatically. Check that and come back; if that doesn't work, (or you already have a spawn point,) then it's probably an error in the level transitions script.

I am having the transition instance in the map. Isn't that enough?

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Another Bad Pun
516 Posts
Posted Oct 23, 2011
Replied 7 minutes later
The transition instances work with transitions, not spawns. Most elevator instances have the spawn already in them, but some you have to put it in manually. I'm assuming that the elevator you're using in the second map doesn't have a spawn in it by default. You are probably spawning at the origin because of this, which is probably outside the map. Try placing an info_player_start in the elevator compartment.
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beecake
484 Posts
Posted Oct 23, 2011
Replied 2 minutes later

Another Bad Pun wrote:
The transition instances work with transitions, not spawns. Most elevator instances have the spawn already in them, but some you have to put it in manually. I'm assuming that the elevator you're using in the second map doesn't have a spawn in it by default. You are probably spawning at the origin because of this, which is probably outside the map. Try placing an info_player_start in the elevator compartment.

I will try it :smile: And thank you ^^

It works! :biggrin: yay!

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Another Bad Pun
516 Posts
Posted Oct 23, 2011
Replied 18 minutes later
Woohoo!

:hi5:

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beecake
484 Posts
Posted Oct 23, 2011
Replied 34 minutes later
NEW PROBLEM!!!

When i spawn inside the elevator, It doesn't start... It doesn't go down...

Edit: It happens when i use the command: Map [map name]

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Another Bad Pun
516 Posts
Posted Oct 23, 2011
Replied 1 hour later

beecake wrote:
NEW PROBLEM!!!

When i spawn inside the elevator, It doesn't start... It doesn't go down...

Edit: It happens when i use the command: Map [map name]

Yeah, thats a bug that hapens sometimes; its usually at random though. Does it happen everytime or does it happen randomly?

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beecake
484 Posts
Posted Oct 23, 2011
Replied 23 minutes later

Another Bad Pun wrote:
beecake wrote:

NEW PROBLEM!!!

When i spawn inside the elevator, It doesn't start... It doesn't go down...

Edit: It happens when i use the command: Map [map name]

Yeah, thats a bug that hapens sometimes; its usually at random though. Does it happen everytime or does it happen randomly?

Everytime im testing that map only.. the sequence between the 2 maps works fine :wink:

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reepblue
894 Posts
Posted Oct 23, 2011
Replied 2 hours later
Why not custom vscripts? That is how I did the level transitions in A Little Higher, and I edited the elevator instances and saved them as a diffrent file. Set the instances to use your vscript (logic_script), it should work fine.
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Pitkakorvaa
200 Posts
Posted Oct 23, 2011
Replied 30 minutes later

reepblue wrote:
Why not custom vscripts? That is how I did the level transitions in A Little Higher, and I edited the elevator instances and saved them as a diffrent file. Set the instances to use your vscript (logic_script), it should work fine.

But the addons folder is broken, so no VPK:s. Unless you want to replace original script file.

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spongylover123
944 Posts
Posted Oct 23, 2011
Replied 20 minutes later
Make an addons folder in the dlc folder?
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reepblue
894 Posts
Posted Oct 23, 2011
Replied 31 minutes later

spongylover123 wrote:
Make an addons folder in the dlc folder?

This.

I had to learn this with the sixense DLC. Portal 2 reads the latest DLC first, then portal2_sixense (If you have it), then portal2. All vpks must be on portal2_dlc1 for now. Next year, it will be portal2_dlc2, and so on.

Also I said custom vscript. Meaning, editing the SP transition scripts, and saving them as something else.

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Pitkakorvaa
200 Posts
Posted Oct 23, 2011
Replied 26 minutes later
Well it does'nt work for me shoving VPKs to DLC folders addons.
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ChickenMobile
2,460 Posts
Posted Oct 23, 2011
Replied 1 hour later
Well even if you are going to put in a custom script, you could always edit the instance and replace it with your script. (for the transition only).
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spongylover123
944 Posts
Posted Oct 23, 2011
Replied 18 minutes later
Actually, I just used hammer, and they loaded the update folder first so make the addons folder in the update folder
In portal2! Not portal2_dlc.

Order:
Update
Portal2_dlc1
Portal2
Platform