Portal Gun Pedestal Instance

by ChickenMobile · Uploaded Jul 11, 2011

Screenshot 1

Downloads: 431

Rating: (4 votes)

Description

This is a instance I made of the Pedestal which the Portal gun sits on. Please note that this is not just a couple of props but a fully working dynamic prop with animations for putting the gun down and back up from inside the ground. I put a couple of values in so that you can edit it to your liking (for example make the portal gun up at spawn or disable the prop going down after you pick the gun up). - This includes an I/O proxy to help you pick the right outputs - This can be set to look broken (Sparks and has no Portal Gun) - This can be lifted from or closed into the ground using an output - This can be changed to look like a blue or orange coop portal gun - This can spawn a one portal (or no portal), portal_gun Replace Values: $DisableClose Boolean -> Set this to disable the gun going down after you pick up the gun$DisableClose Boolean -> Set this to disable the gun going down after you pick up the gun$StartingTeam Integer -> Used for telling which team the gun starts for (0 is for SinglePlayer, 2 is for Blue, 3 is for Orange)$StartUp Boolean -> Set this if you want the Pedestal to spawn up at start of map$HandleSpeed Float -> Sets how fast (or slow) the handles of the pedestal will open or close$DoesntSpark Boolean -> Set this if the pedestal doesn't spark$HasPortalGun Boolean -> Set this if there is a Portal Gun on the pedestal$Skin Integer -> Changes what color the portal gun is (0 is Normal, 1 is Blue, 2 is Orange)$CanFirePortal1 Boolean -> Set this if the portalgun can fire Blue Portals$CanFirePortal2 Boolean -> Set this if the portalgun can fire Orange Portals Since I found out that not every mapper knows names of simple value types I put an explanation: 'Boolean' indicates a value that can only have a 1 or 0 option. 'Set this' indicates putting a '1' as the value. Integer indicates a value that can have a number as its' option. Float indicates a value that can have a decimal place. e.g. '0.5' Please read above what values to set before complaining that there is no portal gun spawning!!! Feel free to use in your map!

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ChickenMobile • Jul 11, 2011 • #43909
2,460 posts

This is a instance I made of the Pedestal which the Portal gun sits on.

Please note that this is not just a couple of props but a fully working dynamic prop with animations for putting the gun down and back up from inside the ground.

I put a couple of values in so that you can edit it to your liking (for example make the portal gun up at spawn or disable the prop going down after you pick the gun up).

- This includes an I/O proxy to help you pick the right outputs
- This can be set to look broken (Sparks and has no Portal Gun)
- This can be lifted from or closed into the ground using an output
- This can be changed to look like a blue or orange coop portal gun
- This can spawn a one portal (or no portal), portal_gun

Replace Values:

  1. $DisableClose Boolean -> Set this to disable the gun going down after you pick up the gun
  2. $DisableClose Boolean -> Set this to disable the gun going down after you pick up the gun
  3. $StartingTeam Integer -> Used for telling which team the gun starts for (0 is for SinglePlayer, 2 is for Blue, 3 is for Orange)
  4. $StartUp Boolean -> Set this if you want the Pedestal to spawn up at start of map
  5. $HandleSpeed Float -> Sets how fast (or slow) the handles of the pedestal will open or close
  6. $DoesntSpark Boolean -> Set this if the pedestal doesn't spark
  7. $HasPortalGun Boolean -> Set this if there is a Portal Gun on the pedestal
  8. $Skin Integer -> Changes what color the portal gun is (0 is Normal, 1 is Blue, 2 is Orange)
  9. $CanFirePortal1 Boolean -> Set this if the portalgun can fire Blue Portals
  10. $CanFirePortal2 Boolean -> Set this if the portalgun can fire Orange Portals

Since I found out that not every mapper knows names of simple value types I put an explanation:
  1. 'Boolean' indicates a value that can only have a 1 or 0 option. 'Set this' indicates putting a '1' as the value.
  2. Integer indicates a value that can have a number as its' option.
  3. Float indicates a value that can have a decimal place. e.g. '0.5'

Please read above what values to set before complaining that there is no portal gun spawning!!!

Feel free to use in your map!

File Name: Portalgun_pedestal.7z
File Size: 4.45 KiB
Click here to download Portal Gun Pedestal Instance

sirfluffs • Jul 11, 2011 • #43910
13 posts

the problem with this is you did not give enough information, i dont understand how to make it spawn at start up, do i type boolean into it? because that makes no sense at all but from what i can see in hammer you did a good job and if valve needed to make a DLC storyline then they would probaly use this once again good job

Hober • Jul 11, 2011 • #43911
1,180 posts

So is this an instance or a prefab? Change the thread title and/or OP to reflect it, because right now they're contradictory.

SuperSoldier • Jul 11, 2011 • #43912
31 posts

Technically, it's a Prefab even if it IS an Instance. Prefab is, quoting http://developer.valvesoftware.com/wiki/Prefab, short for Premade Fabrication. That means even Instances are Prefabs.

erictfitzgerald • Aug 15, 2011 • #43913
3 posts

Is there a way for the pedestal to give a blue-portal-only device? (and/or orange-portal-only?) if so, how? also, thank you!!!

It would be helpful too to specify what values do what, 0, 1, etc, for each parameter. thanks again! Eric

ChickenMobile • Aug 27, 2011 • #43914
2,460 posts

erictfitzgerald wrote:
Is there a way for the pedestal to give a blue-portal-only device? (and/or orange-portal-only?) if so, how? also, thank you!!!

It would be helpful too to specify what values do what, 0, 1, etc, for each parameter. thanks again! Eric

I didn't think of actually putting this in. I'll edit and re-upload soon. Will also add an option to change what colour it is (either blue or orange portal gun).

sirfluffs • Sep 23, 2011 • #43915
13 posts

thx for giving more info, now i can revive my old map(more of a hallway with no point) and get this thing working properly, as before I had to get to the stand fast enough before the map loaded a few things up and scripts kicked in. excellent work my friend!

chimera201 • Sep 24, 2011 • #43916
129 posts

Could you make the instance send output when the gun is picked up by the player

ChickenMobile • Sep 25, 2011 • #43917
2,460 posts

You are free to edit / collapse the instance and add your own inputs in. Open up the weapon_portalgun and put an output 'OnPlayerPickup'.

chimera201 • Sep 25, 2011 • #43918
129 posts

I don't know how to send an output from an instance

ChickenMobile • Sep 25, 2011 • #43919
2,460 posts

chimera201 wrote:
I don't know how to send an output from an instance

Menu->Instancing->Collapse->Selection

BenVlodgi • Jan 28, 2012 • #43920
633 posts

Great instance, works awesome... but I was wondering if there would be a way to make this gun, shoot portals like in portal 1?

ChickenMobile • Jan 28, 2012 • #43921
2,460 posts

BenVlodgi wrote:
Great instance, works awesome... but I was wondering if there would be a way to make this gun, shoot portals like in portal 1?

This would require extra entities etc. What they did was made the middle pedestal attached to a func_door which was fired with a logic timer, and then made the gun fire using an output.

I can easily make this for you and will upload it in my post when I'm done.

EDIT: Here portalgun_pedestal2.vmf
Make sure to enable the timer to move it and/or edit the instance and put a logic_auto make it move automatically. For some reason the portalgun doesn't seem to make that charging sound like in Portal 1 when using the chargeportal output, if you want that, you will need to replicate it using spritse/particles and use a custom sound.

BenVlodgi • Jan 29, 2012 • #43922
633 posts

chickenmobile wrote:
BenVlodgi wrote:

Great instance, works awesome... but I was wondering if there would be a way to make this gun, shoot portals like in portal 1?

This would require extra entities etc. What they did was made the middle pedestal attached to a func_door which was fired with a logic timer, and then made the gun fire using an output.

I can easily make this for you and will upload it in my post when I'm done.

EDIT: Here portalgun_pedestal2.vmf

Make sure to enable the timer to move it and/or edit the instance and put a logic_auto make it move automatically. For some reason the portalgun doesn't seem to make that charging sound like in Portal 1 when using the chargeportal output, if you want that, you will need to replicate it using spritse/particles and use a custom sound.
Sweet Thanks, works great! Although right now after you pickup the gun the stand wont go back doen...you should add this output to the portal gun... then it will work.
OnPlayerPickup
portal_pedestal
SetParent
portal_lift

Edit: Also the lift wont lift if initially down due to the newest update

ChickenMobile • Jan 29, 2012 • #43923
2,460 posts

I thought I did get it working (i.e. it moves down when you pick it up). --VERIFY-- This does work just downloaded the attachment to test.

For it not raising: I must have accidentally changed the output in the proxy io. OpenAndLift should be 'Trigger' not 'enable'. Change this and it should work, although the handles will open when it is fully open.

P.S. You know you can 'SaveAs' the instance and make the changes you want to. This instance doesn't have to do every possible thing -.-

BenVlodgi • Jan 30, 2012 • #43924
633 posts

chickenmobile wrote:
I thought I did get it working (i.e. it moves down when you pick it up). --VERIFY-- This does work just downloaded the attachment to test.

For it not raising: I must have accidentally changed the output in the proxy io. OpenAndLift should be 'Trigger' not 'enable'. Change this and it should work, although the handles will open when it is fully open.

P.S. You know you can 'SaveAs' the instance and make the changes you want to. This instance doesn't have to do every possible thing -.-

you haven't updated the original file.... but I did download the latest one... and if I have StartUp 0, then I cant get it to come up.... at it just spins in the hole.... although it doesn't matter too much to me. I already have it doing what I need

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