turret reactivation?
Quote from kizzycocoa on March 14, 2009, 3:33 pmis there any way to-like in P:TFV-make the turrets reactivate if they're stood up?
is there any way to-like in P:TFV-make the turrets reactivate if they're stood up?
Quote from HMW on March 19, 2009, 4:30 pm(You should post this in the Maps and Mapping forum.)
Good point. -Hober
Why do you need this? Do you need the turret to shoot at the player to solve some puzzle?
I've been playing around with the properties, flags and inputs and there doesn't seem to be an obvious way to re-activate a turret once it's tipped over. As an alternative, you could make some kind of turret dispenser that delivers a new turret when the player breaks the old one.
(You should post this in the Maps and Mapping forum.)
Good point. -Hober
Why do you need this? Do you need the turret to shoot at the player to solve some puzzle?
I've been playing around with the properties, flags and inputs and there doesn't seem to be an obvious way to re-activate a turret once it's tipped over. As an alternative, you could make some kind of turret dispenser that delivers a new turret when the player breaks the old one.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from reepblue on March 19, 2009, 5:23 pmYou have to resound script and replace the models of the HL2 turret. (npc_turret_floor)
You have to resound script and replace the models of the HL2 turret. (npc_turret_floor)
The more you give, the less appreciated it will be received.
Quote from kizzycocoa on March 20, 2009, 4:59 amHMW wrote:(You should post this in the Maps and Mapping forum.)Good point. -Hober
Why do you need this? Do you need the turret to shoot at the player to solve some puzzle?
I've been playing around with the properties, flags and inputs and there doesn't seem to be an obvious way to re-activate a turret once it's tipped over. As an alternative, you could make some kind of turret dispenser that delivers a new turret when the player breaks the old one.I wanted it so that they have a small "upgrade" since the last time. I mean, surely reactivating turrets are harder to beat than no reactivating turrets? so to make a turret dispenser really isn't an option :/
reepblue wrote:You have to resound script and replace the models of the HL2 turret. (npc_turret_floor)any idea of how I can do that? is it just getting the turret's model and material files and renaming them to the HL2 turret files?
Good point. -Hober
Why do you need this? Do you need the turret to shoot at the player to solve some puzzle?
I've been playing around with the properties, flags and inputs and there doesn't seem to be an obvious way to re-activate a turret once it's tipped over. As an alternative, you could make some kind of turret dispenser that delivers a new turret when the player breaks the old one.
I wanted it so that they have a small "upgrade" since the last time. I mean, surely reactivating turrets are harder to beat than no reactivating turrets? so to make a turret dispenser really isn't an option :/
any idea of how I can do that? is it just getting the turret's model and material files and renaming them to the HL2 turret files?
Quote from reepblue on March 20, 2009, 1:32 pmI will not tell you exactly how to do it, cause you will never learn.
You have to copy and paste the portal turret files and rename them as the HL2 turret file. (ex. portal_turret.mdl -> hl2_turret.mdl)
[Thats not the real names]But again I'm pretty sure that your turret will have the light laser in the wrong place or no light laser. And that will tip everyone off, trust me I tried it.
The rest you can figure out on your own or ask someone on your team. . .
I will not tell you exactly how to do it, cause you will never learn.
You have to copy and paste the portal turret files and rename them as the HL2 turret file. (ex. portal_turret.mdl -> hl2_turret.mdl)
[Thats not the real names]
But again I'm pretty sure that your turret will have the light laser in the wrong place or no light laser. And that will tip everyone off, trust me I tried it.
The rest you can figure out on your own or ask someone on your team. . .
The more you give, the less appreciated it will be received.
Quote from kizzycocoa on March 20, 2009, 2:07 pmreepblue wrote:I will not tell you exactly how to do it, cause you will never learn.You have to copy and paste the portal turret files and rename them as the HL2 turret file. (ex. portal_turret.mdl -> hl2_turret.mdl)
[Thats not the real names]But again I'm pretty sure that your turret will have the light laser in the wrong place or no light laser. And that will tip everyone off, trust me I tried it.
The rest you can figure out on your own or ask someone on your team. . .
that's a problem as-as much as we have asked for in moddb, TWP and MAL-we have no modeler :/
You have to copy and paste the portal turret files and rename them as the HL2 turret file. (ex. portal_turret.mdl -> hl2_turret.mdl)
[Thats not the real names]
But again I'm pretty sure that your turret will have the light laser in the wrong place or no light laser. And that will tip everyone off, trust me I tried it.
The rest you can figure out on your own or ask someone on your team. . .
that's a problem as-as much as we have asked for in moddb, TWP and MAL-we have no modeler :/
Quote from reepblue on March 20, 2009, 3:17 pmkizzycocoa wrote:that's a problem as-as much as we have asked for in moddb, TWP and MAL-we have no modeler :/You don't need a modeler to replace an existing models that you already have. . You just rename models and re-script the sounds that once again are already in portal, you just gotta know were every thing is. . .
I think you would need a modeler to move the light laser if needed, but as one of PB's modelers found out with our camera model, some sprites are just coded in, and the only way to fix it is to create a new entity and model.
(And PLEASE don't ask me how to create a new entity, your just making more work then yourself. . )
You don't need a modeler to replace an existing models that you already have. . You just rename models and re-script the sounds that once again are already in portal, you just gotta know were every thing is. . .
I think you would need a modeler to move the light laser if needed, but as one of PB's modelers found out with our camera model, some sprites are just coded in, and the only way to fix it is to create a new entity and model.
(And PLEASE don't ask me how to create a new entity, your just making more work then yourself. . )
The more you give, the less appreciated it will be received.
Quote from kizzycocoa on March 21, 2009, 7:00 pmreepblue wrote:You don't need a modeler to replace an existing models that you already have. . You just rename models and re-script the sounds that once again are already in portal, you just gotta know were every thing is. . .I think you would need a modeler to move the light laser if needed, but as one of PB's modelers found out with our camera model, some sprites are just coded in, and the only way to fix it is to create a new entity and model.
(And PLEASE don't ask me how to create a new entity, your just making more work then yourself. . )
well, as we plan to get a modeller, they should fix then when they're done with their fish entities.
well, I'll try to replace the models, but when you say "rescript the sounds", I'm stuck as to what you mean :/
I think you would need a modeler to move the light laser if needed, but as one of PB's modelers found out with our camera model, some sprites are just coded in, and the only way to fix it is to create a new entity and model.
(And PLEASE don't ask me how to create a new entity, your just making more work then yourself. . )
well, as we plan to get a modeller, they should fix then when they're done with their fish entities.
well, I'll try to replace the models, but when you say "rescript the sounds", I'm stuck as to what you mean :/
Quote from reepblue on March 21, 2009, 7:24 pmIn the portal's GCF, theres a .txt file in the script folder called "npc_sounds_turret-portal"
select everything there, copy and open a new .txt file and paste it and rename it: "npc_sounds_turret.txt" Then save the file under the script file.
In the portal's GCF, theres a .txt file in the script folder called "npc_sounds_turret-portal"
select everything there, copy and open a new .txt file and paste it and rename it: "npc_sounds_turret.txt" Then save the file under the script file.
The more you give, the less appreciated it will be received.
Quote from kizzycocoa on March 21, 2009, 7:31 pmreepblue wrote:In the portal's GCF, theres a .txt file in the script folder called "npc_sounds_turret-portal"select everything there, copy and open a new .txt file and paste it and rename it: "npc_sounds_turret.txt" Then save the file under the script file.
ah, ok. thanks! :3
select everything there, copy and open a new .txt file and paste it and rename it: "npc_sounds_turret.txt" Then save the file under the script file.
ah, ok. thanks! :3