Rough'n'ready Portal 2 SDK

Freyja

aa
Jul 31, 2009
2,994
5,813
We've been able to reverse tractor beams for a long time now. Also, 300 or -300 is the default/what valve uses.

As for the map crashing. Are you sure it's not something triggering the crash? There could be a trigger misfiring, or anything really.
 

Boom.Headshot

L1: Registered
Apr 26, 2011
4
0
We've been able to reverse tractor beams for a long time now. Also, 300 or -300 is the default/what valve uses.

As for the map crashing. Are you sure it's not something triggering the crash? There could be a trigger misfiring, or anything really.

I don't think it's a trigger misfire because
1: It appears to be completely random
and 2: it only happens to the player that is not the host of the coop session

I'm kind of thinking that gel may have something to do with the crashing, but I'm not sure...
 

Luigi Thirty

L2: Junior Member
Jul 31, 2008
65
19
I'm having a weird problem getting the SDK to work. This map compiles and runs fine, but the placeholders for entities in Hammer are error models.

aJ73z.png


Not sure what I did. The map runs fine though.
 

DaisyCutter

L1: Registered
May 2, 2011
3
0
No it closes hammer, it is fine on other maps just decompiled portal2 maps, well original ones. I am using BSPSourse 1.1.1

Any other thoughts?
 

DaisyCutter

L1: Registered
May 2, 2011
3
0
Fixed it! :)
I had both portal2.fdg and alienswarm.fdg in my game Data Files. Deleted alienswarm.fdg and works perfectly.


Thanks very much.

Ps. I should have a rough guide for making panels work soon. Can i post a pdf?
 

Luigi Thirty

L2: Junior Member
Jul 31, 2008
65
19
I'm messing around with the SDK. I've got a map that works fine, but when it loads it plays a sound effect of Dr. Kleiner saying "Oh fiddlesticks, what now" leading me to believe something's broken. That happen to anyone else yet?
 

Luigi Thirty

L2: Junior Member
Jul 31, 2008
65
19
I fixed that, I had followed a different guide that skipped copying the editor models into the Portal 2 folder. It still does the Kleiner thing though.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
If it plays a sound when you loud in then you have an entity in it that shouldn't be there... thats the only thing I can think of.

You are running this through Alien Swarm SDK? The Dr. Kleiner sound effects should've even be anywhere near your SDK unless you've really messed something up.
 

Brits

L1: Registered
Aug 17, 2010
16
3
In the map I'm working on, the player needs Conversion gel to put a portal on the right place. Water can wash the paint off the wall (to force the player doing something..). If there is already a portal on the gel, water washes off the gel, but the portal stays on the non-portalable wall.

Is there any entity, which can remove that portal?
 

Phil42

L1: Registered
Apr 22, 2011
10
0
Is there a good tutorial for logic gates with branches, such as AND Gates or OR Gates and these. Woulds be very helpful...
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
I'll breifly explain it: if you want multiple X's to activate a Y, use logic_branch. setup a logic_branch for each X, and get the X to set it to 0 when its not activated, and 1 when it is. Then link all the branches to a logic_branch_listener, which has OnAllFalse (for when all of them are 0), OnAllTrue (for when all are zero) and OnMixed, for some 1s and some 0s.

math_counter can be used too. I prefer logic_branches for the picture of the ear.
 

Phil42

L1: Registered
Apr 22, 2011
10
0
Hmm it doesnt' work for me...
I linked the X's to the logic_branchs with this Outputs...
ldw6t.png


But then I don't know how to link the logic_branchs to the logic_branch_listener.
I just made it like this, maybe that's the problem...
hpgW8.png


And then I tried to link the logic_branch_listener to the door like this, is that correct?
5merx.png



So, where's the mistake? Thx Swordfish for your explanation btw =)