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Today's Topics:

   1. Re: Hard Light Bridges + Conversion Gel + Portal (Robert Norris)
   2. Re: my crusher....SOLUTION!! (ser...@aol.com)
   3. Re: my crusher....SOLUTION!! (Sound Logic)


----------------------------------------------------------------------

Message: 1
Date: Tue, 6 Mar 2012 15:07:48 -0500 (EST)
From: Robert Norris <robertnorri...@aol.co.uk>
To: p2mapper@list.valvesoftware.com
Subject: Re: [P2mapper] Hard Light Bridges + Conversion Gel + Portal
Message-ID: <8cec9ebef9989ce-25b0-1...@webmail-d172.sysops.aol.com>
Content-Type: text/plain; charset="utf-8"

okay my account might be compromised cos i never sent those emails soz about 
the stupid hacker   oh and by the way HAXXXXXXXXXX lol



-----Original Message-----
From: ian finley <ianfinleyh...@gmail.com>
To: eugenio.motanum91 <eugenio.motanu...@gmail.com>; P2 Mapper List 
<p2mapper@list.valvesoftware.com>
Sent: Wed, 29 Feb 2012 21:52
Subject: Re: [P2mapper] Hard Light Bridges + Conversion Gel + Portal


actually, I have tested this in coop, and you CAN place a portal on a hard 
light bridge which is covered in conversion gel. I know, it surprised me, 
too.

--------------------------------------------------
From: <eugenio.motanu...@gmail.com>
Sent: Wednesday, February 29, 2012 4:27 PM
To: "P2 Mapper List" <p2mapper@list.valvesoftware.com>
Subject: Re: [P2mapper] Hard Light Bridges + Conversion Gel + Portal

> No, you cannot place portal on a bridge, they are too thin.
> Enviado desde mi oficina m?vil BlackBerry? de Telcel
>
> -----Original Message-----
> From: Christopher Dollard <cjd.d01...@gmail.com>
> Sender: p2mapper-boun...@list.valvesoftware.com
> Date: Wed, 29 Feb 2012 16:23:29
> To: P2 Mapper List<p2mapper@list.valvesoftware.com>
> Reply-To: P2 Mapper List <p2mapper@list.valvesoftware.com>
> Subject: Re: [P2mapper] Hard Light Bridges + Conversion Gel + Portal
>
> Thinking about this logically, the hard light bridges fit through portals.
> Therefore, it doesn't make much physical sense to me to be able to place a
> portal on the light bridge.
>
> Is this really essential to a test you're making? If it's a single-player
> level, I don't see it being much use, as the Hard Light Bridges are mostly
> only interesting through portals. Placing a portal *on* one would destroy
> it. If it's a co-op level, then I suppose it's usable...
>
> It's an interesting idea. In these cases, I usually try to combine other
> (existing) gameplay elements to the same effect. I'm thinking something
> with lasers...
>
> Damn it. Now I have another level I need to build.
>
> On Wed, Feb 29, 2012 at 4:00 PM, Al Anselmo <anse...@anselmo.gd> wrote:
>
>> Hey.
>>
>> Is it possible to create *portals* on a *Hard Light Bridge* covered
>> with *Conversion
>> Gel* (the white one)?
>>
>> This is essential for a Test Chamber that I'm planning to do.
>>
>> I searched in the web and found other people wanting the same thing, but
>> apparently that's not possible because players can shoot portals
>> *through*Hard Light Bridges, and someone said that HLB is not wide
>> enough to have a
>> portal placed on (which I doubt).
>>
>> Does anyone know how to do this, in a clean way?
>>
>> Thanks in advance.
>> *
>> *Guilherme *Al Anselmo
>> *Portfolio:* *anselmo.gd | blog.anselmo.gd
>> Game Designer @ Aennova <http://www.aennova.com/>
>> _______________________________________________
>> P2mapper mailing list
>> P2mapper@list.valvesoftware.com
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper
>>
> _______________________________________________
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------------------------------

Message: 2
Date: Wed, 7 Mar 2012 12:46:21 -0500 (EST)
From: ser...@aol.com
To: p2mapper@list.valvesoftware.com
Subject: Re: [P2mapper] my crusher....SOLUTION!!
Message-ID: <8cecaa15757c54f-1280-2...@webmail-d009.sysops.aol.com>
Content-Type: text/plain; charset="utf-8"

SOLUTION!

YAAAAAAAAAAAAA figured it out!!

ok its like someone already wrote hear, but i didnt understood.. now here is 
the soultion, if some brushes wont be attached proper.
the "panel_attach" command does not work for all objects, so if u have problems 
go to your hammer search the directory of ur model (like 
models/crusher/crusher.mdl)
 and go in ur sdk tools ( the small green popup BEFORE hammer) and choose model 
viewer.. there u load ur model with the path (like models/crusher/crusher.mdl)
and go to "attachments" on the bottom.. there u can see the new comand u use 
instead of panel_attach.... for my crusher it was base_attach... works :P

thx


 

 

 

-----Urspr?ngliche Mitteilung----- 
Von: sero93 <ser...@aol.com>
An: p2mapper <p2mapper@list.valvesoftware.com>
Verschickt: Di, 6 Mrz 2012 6:12 pm
Betreff: Re: [P2mapper] my crusher and trigger hurt attaching bugs around


No changes :( 

i have put all logic_autos in 1. i moved evrything animated up to the middle. 
(just a few walls and a world portal are close to worlds end...)
i dont have any leaks. and even a new crusher with  new trigger hurt bugs 
around.... in console i have 2 errors. one says, that i cant attach a glass 
plate to a lift, cause it has no model ( but works fine) and the other is like 
i 
said, i cant attach my trigger hurt to my crusher... i will do it in a new map 
now 1 to 1 like in a tutorial, and look wheather that works.. *hrmpf*

 

 

 

-----Urspr?ngliche Mitteilung----- 
Von: sero93 <ser...@aol.com>
An: p2mapper <p2mapper@list.valvesoftware.com>
Verschickt: Di, 6 Mrz 2012 5:52 pm
Betreff: Re: [P2mapper] my crusher and trigger hurt attaching bugs around



 Ok, i placed it now closer to the middle, no diffrence. i try to set up the 
hole thing again, and than write my result here...

sadly the 0.6 seconds are very important, cause u have to come very close to my 
panel... so this is not possible for me ;)

 

 

-----Urspr?ngliche Mitteilung----- 
Von: Christopher Dollard <cjd.d01...@gmail.com>
An: P2 Mapper List <p2mapper@list.valvesoftware.com>
Verschickt: Di, 6 Mrz 2012 5:21 pm
Betreff: Re: [P2mapper] my crusher and trigger hurt attaching bugs around


Yes. I find it's usually best to stay somewhat close to the origin. Never
place ANYTHING in the 1024 unit area around the edge of the Hammer grid,
and make sure you don't have leaks. As far as the "static" trigger_hurt,
you could enable and disable it on a whim. It won't hurt the player while
disabled, and you can time it to enable just as the crusher closes. If the
crusher is moving quickly, there should be almost no difference between
waiting 0.6 seconds after slamming the crusher shut to enable the trigger
and disabling it at 0.7 seconds (these are rough estimates, of course...)
versus parenting the trigger to the crusher.

On Tue, Mar 6, 2012 at 3:59 AM, <ser...@aol.com> wrote:

>
>
>
>  //
>
> oh i forgott to say, that i also try to continue my map somewhere else.
> Currently all that stuff is very close to the bottom of the hole hammer
> world, and down there the ilghts are buggy too, so maybe a worldportal and
> a map placed closer to the hammer origin are the solution.
>
>
>
> -----Urspr?ngliche Mitteilung-----
> Von: Christopher Dollard <cjd.d01...@gmail.com>
> An: P2 Mapper List <p2mapper@list.valvesoftware.com>
> Verschickt: Mo, 5 Mrz 2012 8:11 am
> Betreff: Re: [P2mapper] my crusher and trigger hurt attaching bugs around
>
>
> Well, I know panel_attach isn't the appropriate attachment point for every
> object. Try openinq the crusher model you're using and see if you can
> fiqure out what to do. There's a tab called "attachment points" or
> somethinq. It's a bit too late in the 'eve for me to do the same (and
> without my mappinq computer no less!) Alternatively, do you really need the
> triqqer to move with the crusher? Perhaps you can have it start disabled in
> a static position and enable it when appropriate?
>
> On Sun, Mar 4, 2012 at 8:52 AM, <ser...@aol.com> wrote:
>
> > hi,
> > evry time i try to attach a trigger hurt to the crusher it says following
> > in console on map test:
> >
> > Tried to SetParentAttachmentMaintainOffset for entity trigger_hurt
> > (cr_1_hurt), but it has no attachment named panel_attach.
> >
> >
> > i named crusher cr_1, the trigger cr_1_hurt. i set the parent from *_hurt
> > to cr_1. my logic auto has the output:
> > onmapspawn
> > cr_1_hurt
> > setparentattachmentmaintainoffset
> > panel_attach
> >
> >
> > and the trigger never moves with the crusher.. any ideas?
> >
> >
> > _______________________________________________
> > P2mapper mailing list
> > P2mapper@list.valvesoftware.com
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper
> >
> _______________________________________________
> P2mapper mailing list
> P2mapper@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper
>
>
> _______________________________________________
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>
_______________________________________________
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------------------------------

Message: 3
Date: Wed, 7 Mar 2012 13:47:46 -0600
From: Sound Logic <soundlogic2...@gmail.com>
To: P2 Mapper List <p2mapper@list.valvesoftware.com>
Subject: Re: [P2mapper] my crusher....SOLUTION!!
Message-ID:
        <CAObXAQBZYheHFhO6_8s=a6aa7=e9brjjvk-ezualpfxeabv...@mail.gmail.com>
Content-Type: text/plain; charset=ISO-8859-1

Ya... Panel_attach isn't a command. It is the name of an attachment...
Not a command...

On Wed, Mar 7, 2012 at 11:46 AM,  <ser...@aol.com> wrote:
> SOLUTION!
>
> YAAAAAAAAAAAAA figured it out!!
>
> ok its like someone already wrote hear, but i didnt understood.. now here is 
> the soultion, if some brushes wont be attached proper.
> the "panel_attach" command does not work for all objects, so if u have 
> problems go to your hammer search the directory of ur model (like 
> models/crusher/crusher.mdl)
> ?and go in ur sdk tools ( the small green popup BEFORE hammer) and choose 
> model viewer.. there u load ur model with the path (like 
> models/crusher/crusher.mdl)
> and go to "attachments" on the bottom.. there u can see the new comand u use 
> instead of panel_attach.... for my crusher it was base_attach... works :P
>
> thx
>
>
>
>
>
>
>
>
> -----Urspr?ngliche Mitteilung-----
> Von: sero93 <ser...@aol.com>
> An: p2mapper <p2mapper@list.valvesoftware.com>
> Verschickt: Di, 6 Mrz 2012 6:12 pm
> Betreff: Re: [P2mapper] my crusher and trigger hurt attaching bugs around
>
>
> No changes :(
>
> i have put all logic_autos in 1. i moved evrything animated up to the middle.
> (just a few walls and a world portal are close to worlds end...)
> i dont have any leaks. and even a new crusher with ?new trigger hurt bugs
> around.... in console i have 2 errors. one says, that i cant attach a glass
> plate to a lift, cause it has no model ( but works fine) and the other is 
> like i
> said, i cant attach my trigger hurt to my crusher... i will do it in a new map
> now 1 to 1 like in a tutorial, and look wheather that works.. *hrmpf*
>
>
>
>
>
>
>
> -----Urspr?ngliche Mitteilung-----
> Von: sero93 <ser...@aol.com>
> An: p2mapper <p2mapper@list.valvesoftware.com>
> Verschickt: Di, 6 Mrz 2012 5:52 pm
> Betreff: Re: [P2mapper] my crusher and trigger hurt attaching bugs around
>
>
>
> ?Ok, i placed it now closer to the middle, no diffrence. i try to set up the
> hole thing again, and than write my result here...
>
> sadly the 0.6 seconds are very important, cause u have to come very close to 
> my
> panel... so this is not possible for me ;)
>
>
>
>
>
> -----Urspr?ngliche Mitteilung-----
> Von: Christopher Dollard <cjd.d01...@gmail.com>
> An: P2 Mapper List <p2mapper@list.valvesoftware.com>
> Verschickt: Di, 6 Mrz 2012 5:21 pm
> Betreff: Re: [P2mapper] my crusher and trigger hurt attaching bugs around
>
>
> Yes. I find it's usually best to stay somewhat close to the origin. Never
> place ANYTHING in the 1024 unit area around the edge of the Hammer grid,
> and make sure you don't have leaks. As far as the "static" trigger_hurt,
> you could enable and disable it on a whim. It won't hurt the player while
> disabled, and you can time it to enable just as the crusher closes. If the
> crusher is moving quickly, there should be almost no difference between
> waiting 0.6 seconds after slamming the crusher shut to enable the trigger
> and disabling it at 0.7 seconds (these are rough estimates, of course...)
> versus parenting the trigger to the crusher.
>
> On Tue, Mar 6, 2012 at 3:59 AM, <ser...@aol.com> wrote:
>
>>
>>
>>
>> ?//
>>
>> oh i forgott to say, that i also try to continue my map somewhere else.
>> Currently all that stuff is very close to the bottom of the hole hammer
>> world, and down there the ilghts are buggy too, so maybe a worldportal and
>> a map placed closer to the hammer origin are the solution.
>>
>>
>>
>> -----Urspr?ngliche Mitteilung-----
>> Von: Christopher Dollard <cjd.d01...@gmail.com>
>> An: P2 Mapper List <p2mapper@list.valvesoftware.com>
>> Verschickt: Mo, 5 Mrz 2012 8:11 am
>> Betreff: Re: [P2mapper] my crusher and trigger hurt attaching bugs around
>>
>>
>> Well, I know panel_attach isn't the appropriate attachment point for every
>> object. Try openinq the crusher model you're using and see if you can
>> fiqure out what to do. There's a tab called "attachment points" or
>> somethinq. It's a bit too late in the 'eve for me to do the same (and
>> without my mappinq computer no less!) Alternatively, do you really need the
>> triqqer to move with the crusher? Perhaps you can have it start disabled in
>> a static position and enable it when appropriate?
>>
>> On Sun, Mar 4, 2012 at 8:52 AM, <ser...@aol.com> wrote:
>>
>> > hi,
>> > evry time i try to attach a trigger hurt to the crusher it says following
>> > in console on map test:
>> >
>> > Tried to SetParentAttachmentMaintainOffset for entity trigger_hurt
>> > (cr_1_hurt), but it has no attachment named panel_attach.
>> >
>> >
>> > i named crusher cr_1, the trigger cr_1_hurt. i set the parent from *_hurt
>> > to cr_1. my logic auto has the output:
>> > onmapspawn
>> > cr_1_hurt
>> > setparentattachmentmaintainoffset
>> > panel_attach
>> >
>> >
>> > and the trigger never moves with the crusher.. any ideas?
>> >
>> >
>> > _______________________________________________
>> > P2mapper mailing list
>> > P2mapper@list.valvesoftware.com
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper
>> >
>> _______________________________________________
>> P2mapper mailing list
>> P2mapper@list.valvesoftware.com
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper
>>
>>
>> _______________________________________________
>> P2mapper mailing list
>> P2mapper@list.valvesoftware.com
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper
>>
> _______________________________________________
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>
>
> _______________________________________________
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>
>
>
> _______________________________________________
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>
>
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------------------------------

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