Transition refuses to work -solved-

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Brainstone
401 Posts
Posted Nov 04, 2011
I'm doing everything as described here: http://developer.valvesoftware.com/wiki/Level_Transition_%28Portal_2%29

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

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CaretCaret
290 Posts
Posted Nov 04, 2011
Replied 12 minutes later
I just put a trigger_transition and info_landmark in the elevators.
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Brainstone
401 Posts
Posted Nov 04, 2011
Replied 33 minutes later
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?
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spongylover123
944 Posts
Posted Nov 04, 2011
Replied 8 minutes later
You have to edit the sp_transition_list.nut to start without a potato gun
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Brainstone
401 Posts
Posted Nov 04, 2011
Replied 39 minutes later
:sigh:

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.

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CaretCaret
290 Posts
Posted Nov 05, 2011
Replied 9 hours later

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.

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Hzamd
61 Posts
Posted Nov 05, 2011
Replied 1 hour later
For the potato : use a logic_auto which trigger a logic_playerproxy with this following outpu
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
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ChickenMobile
2,460 Posts
Posted Nov 05, 2011
Replied 1 hour later
Technically the loading screens are just videos that are played. See how the coop loading screens are done, perhaps you can get around using Valve's way (and by using your own custom script).
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protoborg
288 Posts
Posted Nov 05, 2011
Replied 5 hours later
The tutorial in the Valve wiki left out "sp_elevator_motif.nut". It only mentions "sp_transition_list.nut". I can understand the OP's problem as I had the same problem.
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protoborg
288 Posts
Posted Nov 05, 2011
Replied 6 minutes later

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.

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protoborg
288 Posts
Posted Nov 05, 2011
Replied 1 minutes later

spongylover123 wrote:
You have to edit the sp_transition_list.nut to start without a potato gun

No. You don't.

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spongylover123
944 Posts
Posted Nov 05, 2011
Replied 1 hour later

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

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CaretCaret
290 Posts
Posted Nov 06, 2011
Replied 18 hours later

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.

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reepblue
894 Posts
Posted Nov 06, 2011
Replied 7 minutes later

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.

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MasterLagger
1,695 Posts
Posted Nov 06, 2011
Replied 35 minutes later
The logic_auto and player_proxy way is the simplest way. There are of course other ways to do it.
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Brainstone
401 Posts
Posted Nov 06, 2011
Replied 7 hours later
So I took an official arrival_departure_transitions instance out of instances/transitions and then edited the ofiicial sp_elevator_motifs.nut and the official sp_transition_list.nut

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.

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MasterLagger
1,695 Posts
Posted Nov 06, 2011
Replied 10 minutes later
Is this single-player or co-op?
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Brainstone
401 Posts
Posted Nov 06, 2011
Replied 1 minutes later
Single-Player. You should think it would be easy to create a darn transition.
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MasterLagger
1,695 Posts
Posted Nov 06, 2011
Replied 44 minutes later
So your trying to make one level go to the next level? (If I'm reading this right)
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Moth
225 Posts
Posted Nov 08, 2011
Replied 1 day later

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:

mapping-help/map-names-and-startup-behavior-t4909.html