![]() ![]() (NOT the shaft, the actual elevator itself.)ģ. If it won't work in the 3D view, make it in the 2D view and move it down so it touches the floor of the elevator. In your elevator, make an info_player_start. Follow instructions above, but use "instances/underground/test_dome_entrance_lift_01.vmf" for the Arrival_Elevator and don't make Arrival_Logic.Ģ. In the settings of the portal gun, adjust it to your preference (such as no potatoes or single portal only).ġ. Create a trigger_weaponstrip at the bottom of the arrival elevator.ģ. On the Output tab of the logic_auto, add this output:Ĥ. Place a logic_auto somewhere in your map (preferably next to the logic_playerproxy so you can easily find them both).ģ. Create a logic_playerproxy named "player_settings."Ģ. Create a trigger_once entity that covers the whole elevator model and info_player_start.ġ2. Go back to your main map and create a info_player_start and a weapon_portalgun in the elevator (make sure that the player is not stuck in the elevator).ġ0. Change the "OnStartTouch" output to "OnProxyRelay". Go to the Outputs, and Paste the line copied before.Ĩ. Only Delete that output line, and place a func_instance_io_proxy entity named "proxy" near the elevator model.ħ. Go to the Outputs and copy the line with: Double click on the trigger_once named "elevator_1_interior_start_trigger" that covers the elevator model.ĥ. Also, don't forget to modify the VMF Filename of the instance in the main map.Ĥ. Immediately save it under a new name ("my_arrival_elevator_base.vmf", for example), because we'll be doing some changes in it. Double click on the instance and click on Edit Instance. ![]() At step 3, replace the instance "instances/turbine_elevator/arrival_elevator_a4_base.vmf" with "instances/turbine_elevator/arrival_elevator_base.vmf".ģ. Now your elevator is complete, congratulations!Ģ. Note: You do not need a spawn point or a portal gun entity, as the instances cover this. For a complete list of available videos, see this page. try setting $arrival_video to media/animalking.bik. You'll be able to set arrival- and departure- videos, instead of a random one being chosen on upload e.g. "\SteamApps\common\portal 2\portal2\scripts\vscripts\videos\video_splitter.nut" "\SteamApps\common\portal 2\portal2_dlc2\scripts\vscripts\videos\video_splitter.nut" By replacing (remember to keep a backup of the original script) You were able to set the videos on the elevators by setting the variables in this instance before the DLC2 - update (Puzzlemaker) broke it. vmfs for the departure elevator (read below). ![]() This instance covers the transition for both the Arrival AND Departure elevators, but it does not cover the. Name this one "Arrival_Departure_Trans" with the VMF file name " instances/transitions/arrival_departure_transition_ents.vmf". Create one more func_instance entity anywhere a convenient place is right behind the elevator model (but not inside the arrival elevator!). Transition manager is the little boxes behind the elevatorĤ. ![]()
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