Transition refuses to work -solved-
But the transition refuses to work - I see that the text at the end of the level changes the way I edited it in "my_arrival_departure_transition", but the transition itself does not work. Plase help me.
EDIT: The problem is now solved
I did that - Please have a look at my first post.
However I asked CaretCaret, who used a different method, how he was doing it.
BrainstoneX wrote:
Well, I had that, too. But it wouldn't show loading screens, so I wanted to try this method. Also, I'm interested, how did you have the player start in the elevator? And without the potatoegun?
Well I think theres a console command for removing the potato. And theres an instance for having the player start in the elevator... Dont have my computer right now so I cant check, sorry.
OnMapSpawn; Logic_playerproxy; remove potato from portalgun; Delay :0,5
The delay is very important
And for the transition I have had the same problem
Just look this video and do as explained, it works
http://www.youtube.com/user/SolarChronus#p/u/13/er5wplwYlHI
Hzamd wrote:
For the potato : use a logic_auto which trigger a logic_playerproxy with this following output
OnMapSpawn; Logic_playerproxy; remove potato from portalgun; Delay :0.5
The delay is very important
And for the transition I have had the same problem
Just look this video and do as explained, it works
http://www.youtube.com/user/SolarChronus#p/u/13/er5wplwYlHI
The correct syntax is actually "RemovePotatosFromPortalgun". You can find it in the dropdown list under "via this input" in the logic_auto. I also use a delay of 0.2 seconds as that seems to be enough.
spongylover123 wrote:
You have to edit the sp_transition_list.nut to start without a potato gun
No. You don't.
protoborg wrote:
spongylover123 wrote:You have to edit the sp_transition_list.nut to start without a potato gun
No. You don't.
Yes you do, Take out FIRST_LEVEL_WITH_POTATO_GUN
The method mentioned is the simple way
If you look at a decompiled valve map, you will never find one of that enity used with that output.
And please don't triple post
spongylover123 wrote:
protoborg wrote:spongylover123 wrote:
You have to edit the sp_transition_list.nut to start without a potato gun
No. You don't.
Yes you do
No you dont.
CaretCaret wrote:
No. You don't.
Yes and no. Just open Notepad++, and edit sp_transition_list.nut, and save it as _transition_list.nut. Of course, there are many other ways.
But. The. Transition. Will. Not. Work. Always the same "end of playtest". No matter, what I do. I watched out for capital letters and such. I also set the elevator speed in sp_elevator_motifs.nut to 10. But the elevator is exactly the same speed as it was before. I'm beginning to believe, that my arrival_departure instance is broken. I took a close look at it: The trigger, which should start the custom script entity, which leads to the transition script has no inputs.
Could someone please send me a copy of his arrival_departure instance? I'd be thankful for that.
You DO NOT need to edit any scripts.
The starting-behaviour of the gun is determined by the NAME OF YOUR MAP FILE.
See this thread for a full explanation: