Taking the portal gun off the player?
Quote from NocturnalGhost on December 21, 2007, 8:07 amThe point entity player_weaponstrip is supposed to do this.
However, there seems to be a bug with it in Portal. Even though it works, it seems to leave the portal gun model "hanging" on one side of the player, instead of removing it completely. From the thirdperson view, Chell is still holding the weapon, but is unable to fire it.
You may have to make the portal gun "broken" instead of removed, in order to explain this.
If I find a workaround, I will let you know.
The point entity player_weaponstrip is supposed to do this.
However, there seems to be a bug with it in Portal. Even though it works, it seems to leave the portal gun model "hanging" on one side of the player, instead of removing it completely. From the thirdperson view, Chell is still holding the weapon, but is unable to fire it.
You may have to make the portal gun "broken" instead of removed, in order to explain this.
If I find a workaround, I will let you know.
Quote from Hurricaaane on December 21, 2007, 12:54 pmThis is not the case on my side.
This is not the case on my side.
Author of Minecraft mods (MAtmos, Minaptics, NoteSlider) and Garry's Mod addons (Gunstrumental, SharpeYe, GarryWare, DepthHUD).
Quote from NocturnalGhost on December 21, 2007, 1:22 pmReally? I just tried it again on a virtually blank map consisting of only the portal gun, the player_weaponstrip, and a trigger_once.
The behaviour was the same as I descibed in my last post. I tried first with the "strip" comand, and also with the "strip weapons and suit" command. Both seemed to have the same effect. The gun lowered from the centre of view and was unable to fire, but was still slightly visible on my lower right side. Looking through two cornered portals, I could see the weapon still in Chell's hand.
Can anyone else confirm whether it works for them? Do I have some kind of bug?
Really? I just tried it again on a virtually blank map consisting of only the portal gun, the player_weaponstrip, and a trigger_once.
The behaviour was the same as I descibed in my last post. I tried first with the "strip" comand, and also with the "strip weapons and suit" command. Both seemed to have the same effect. The gun lowered from the centre of view and was unable to fire, but was still slightly visible on my lower right side. Looking through two cornered portals, I could see the weapon still in Chell's hand.
Can anyone else confirm whether it works for them? Do I have some kind of bug?
Quote from E1025 on December 22, 2007, 1:36 pmNocturnalGhost wrote:Really? I just tried it again on a virtually blank map consisting of only the portal gun, the player_weaponstrip, and a trigger_once.The behaviour was the same as I descibed in my last post. I tried first with the "strip" comand, and also with the "strip weapons and suit" command. Both seemed to have the same effect. The gun lowered from the centre of view and was unable to fire, but was still slightly visible on my lower right side. Looking through two cornered portals, I could see the weapon still in Chell's hand.
Can anyone else confirm whether it works for them? Do I have some kind of bug?
I tested this and the portal gun lowers to the bottom right, it does not work for me either.
The behaviour was the same as I descibed in my last post. I tried first with the "strip" comand, and also with the "strip weapons and suit" command. Both seemed to have the same effect. The gun lowered from the centre of view and was unable to fire, but was still slightly visible on my lower right side. Looking through two cornered portals, I could see the weapon still in Chell's hand.
Can anyone else confirm whether it works for them? Do I have some kind of bug?
I tested this and the portal gun lowers to the bottom right, it does not work for me either.
Quote from volt on December 22, 2007, 1:59 pmTry using the volume based entity "trigger_weapon_strip"
Not sure if this is going to be buggy or not, but it's worth a shot.
Try using the volume based entity "trigger_weapon_strip"
Not sure if this is going to be buggy or not, but it's worth a shot.
Quote from NocturnalGhost on December 22, 2007, 2:25 pmThat seems to do the job properly. Nice one Volt.
I never even knew that entity existed, even though I have scrolled through the list hundreds of times
I guess I should pay more attention to these things lol.
That seems to do the job properly. Nice one Volt.
I never even knew that entity existed, even though I have scrolled through the list hundreds of times
I guess I should pay more attention to these things lol.
Quote from Hober on December 22, 2007, 4:00 pmAdd to the wiki FAQ?
Add to the wiki FAQ?
Quote from Hurricaaane on December 23, 2007, 4:52 amNocturnalGhost wrote:That seems to do the job properly. Nice one Volt.I never even knew that entity existed, even though I have scrolled through the list hundreds of times
I guess I should pay more attention to these things lol.
Oops, when I replied to you I used the volume entity, which was the only weapon stripping entity on my knowledge.
I never even knew that entity existed, even though I have scrolled through the list hundreds of times
I guess I should pay more attention to these things lol.
Oops, when I replied to you I used the volume entity, which was the only weapon stripping entity on my knowledge.
Author of Minecraft mods (MAtmos, Minaptics, NoteSlider) and Garry's Mod addons (Gunstrumental, SharpeYe, GarryWare, DepthHUD).
Quote from volt on December 23, 2007, 5:46 amPardon me if this is incredibly apparent and I'm blowing wind, but...
In case you need to make it so that it's based on an output or action (i.e. push a button, instead of a player movement trigger) make the trigger so that it encompasses the entire map, start it disabled, and have a trigger or output enable then disable the trigger on the output.
Pardon me if this is incredibly apparent and I'm blowing wind, but...
In case you need to make it so that it's based on an output or action (i.e. push a button, instead of a player movement trigger) make the trigger so that it encompasses the entire map, start it disabled, and have a trigger or output enable then disable the trigger on the output.