Now i'll should map combine attack to GLaDOS's chamber!
Oh man, what am I doing wrong here? It seems like everything I ever make will fail ):
I did all of the stuff that was said here:
- Make sure your prop_dynamic is in BindPose animation for calibration
- Pre-parent your brush to the arm prop_dynamic
- Create a logic_relay or a logic_auto that, when activated, does the following ONCE:
Let <relay> call your <brush> with input SetParentAttachmentMaintainOffset with parameter "panel_attach"
Then I created a button (not visible in the picture, incase you wonder). And that to that button, I added an output:
Code:My Output Named: OnPressed Target: Plate_Arm (the prop_dynamic arm, that should lift up my plate, but does not) Via this Input: SetAnimation With a perimeter override of: 128_out_straight
Can anyone help me here?
Oh, I fixed it! I just needed that one perimeter!
Just as a note to people wondering how to get Portals on moving surfaces working whenever - there's 2 console commands:
Here is a bunch of prefabs and a map showcasing it all.
If you put it in your prefabs folder you can use the entity tool to create a lot of them and they will automatically rename themselves.
Is the uh , new FGD not working for everyone? I've got a string error at line 333
Anyone know how to make a cube dropper?
Can't get the Water gel thing to not render as Checkboards, got cubemaps etc. Any ideas?
A few people have successfully made the playground maps, and a few people have asked for them.
Have any been released?
Not complaining, mind, but I would like them myself, too.
what is the name of the texture of the slime or water that kills you
Trying to guess what output the new entities have sure is fun.
prop_floor_button has an onpressed output but not an opposite for when it's not pressed. How can I make a func_door only open when the button is pressed, and closed when it's not?
Also, how do I make a grate that can be portaled through but not walked through?
4 portals idea
a coop on single player ? x)
I spelt it wrong as UnPressed rather than Unpressed. Either way, a merged FGD is coming soon with a few new entities.
Can't seem to get any kind of gel to render. I do have an env_cubemap in there, is there anything else I need? The gel hits the floor and makes splatters, but you can't see the actual blobs.
Info on prop_weighted_cube:
0 - Bouncy
1 - normal
2 - speedy
0 - normal cube
1 - <3 cube
2 - <3 cube again?
3 - Laser rediricter
4 - Spheres
5 - the "old" cubes
0 - Old and dusty
1 - Normal
0 - Normal?
1 - Everything is a storage cube
I'm working on a co-op playground
ill add alot of things things like paint, plates, bridges, etc
I've got a problem, the "gel" crashing my game (the game just close it)(on my test map)
Updated some prefabs and added 2 more.
One where you can spawn infinite cubes, and another where you can only have one. If you spawn another or it get's dissolved you get a new one.
Anyone know where the water textures are? Can't find any.
For those whom the fgd isn't working, it depends where you're placing your fgd, for now just put it in the ".../Steam/steamapps/<username>/source_sdk/bin/orangebox/bin/" folder and use it from there, the next version will extend the alienswarm base instead of halflife2 and then you can place it on the same folder as the alienswarm fgds.
Do you know how to make portal 2 use custom stuff?