Problem with compile options 'copy file'

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chimera201
129 Posts
Posted Jan 17, 2012
I have an issue in my map.

I have 2 prop_laser_relay and one door. The activation of both the relays opens the door and if one or both gets deactivated the door closes.

I used a math_counter with max legal value 2. On powered and unpowered outputs of the relay i add & subtract 1 from the math_counter. On the counter's onChangedFromMax output i close the door. OnHitMax i open the door.

The problem is that sometimes(rarely) the door doesn't open. Could somebody tell me where I'm going wrong?

You can grab my map from my signature below.

Edit:Title edited to reflect this thread.

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beecake
484 Posts
Posted Jan 17, 2012
Replied 58 minutes later
If i were use i would use 2 logic_branchs and 1 logic_branch_listener. the 2 branches for each laser_catcher.
Output:
Laser1= OnPowered; Branch1; SetValue; 1
OnUnPowered; Branch1; SetValue; 0
Laser1= OnPowered; Branch2; SetValue; 1
OnUnPowered; Branch2; SetValue; 0

Then paste the 2 branch names into the logic_branch_listener's properties, and have the outputs:
OnAllTrue; Door_open_relay; Trigger
OnAllFalse; Door_close_relay; Trigger

Remember to make the 2 relays too.

The one with the open output, and the other with the close output.
Remember that both of them must have the output: CancelPending. And they must do it to each other on triggered. This secures that the door won't bug and stay open.

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chimera201
129 Posts
Posted Jan 19, 2012
Replied 1 day later
I tried the cancelPending on the door relays. Closed and opened the door for about 30 times and it seems the door stays open fine. Thanks. Actually i was using the door_ents.vmf provided by Valve and it does not have the cancelPending output on the door relays. I have almost edited all the instances provided by Valve that i used in my map :lol:

There is one thing i would like to ask. Before the dlc got released(or maybe i screwed up some config) Portal 2's console used to list maps in the sdk_content directory. Now it doesn't. Is there a way to make it recognize files in the sdk directory

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Skotty
671 Posts
Posted Jan 19, 2012
Replied 2 hours later
Maps never get loaded out of the SDK directory.
The game always copies the compiled BSP file to the game maps folder (see expert compiling mode, always the last line).
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chimera201
129 Posts
Posted Jan 19, 2012
Replied 56 minutes later
My bsp lies where my vmf is(sdk/maps)
Expert compile options are:
Copy File:$path\$file.bsp $bspdir\$file.bsp
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Skotty
671 Posts
Posted Jan 19, 2012
Replied 4 hours later
Yes of course they are in your SDK directory, too. But they also exist in the maps folder of the portal 2 main game. They just get copied after compiling to there. So I don't know what your problem is since the DLC.
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chimera201
129 Posts
Posted Jan 20, 2012
Replied 11 hours later
No it doesn't get copied. I even tried using hardcoded paths but it looks like the copy file command isn't working for me. The problem is i need the bsp in the dlc/maps directory to buildcubemaps.
Sorry for going off-title in this thread
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Skotty
671 Posts
Posted Jan 20, 2012
Replied 3 hours later
The maps always get copied to the portal 2\portal2\maps folder. They aren't copied to DLC. There you could make a absolute path in the expert modes last line.
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chimera201
129 Posts
Posted Jan 20, 2012
Replied 5 hours later
Hey i think i found the problem but not the solution.
I had made a new compile config profile with exactly the same options as the provided full compile just excluding the game launch option(doesn't work with it on also).The bsp doesn't get copied with this profile but does with the provided profiles