turret reactivation?
Quote from PortalFan77 on March 21, 2009, 7:41 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.
Im not to sure that will work...
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.
Im not to sure that will work...
Quote from reepblue on March 21, 2009, 7:42 pmPortalFan77 wrote:Im not to sure that will work...Its a hint. .
Its a hint. .
The more you give, the less appreciated it will be received.
Quote from kizzycocoa on March 21, 2009, 7:44 pmok, what works, and what doesn't?
giving me misinformation isn't very helpful.
ok, what works, and what doesn't?
giving me misinformation isn't very helpful.
Quote from PortalFan77 on March 21, 2009, 8:02 pmWell what exactly do you want to know?
Well what exactly do you want to know?
Quote from kizzycocoa on March 21, 2009, 8:26 pmPortalFan77 wrote:Well what exactly do you want to know?how to make a portal turret reactivate when stood up.
we've got to the point where we know the HL2 model does that and we need to replace that with the turret, but how? that's beyond my knowledge
how to make a portal turret reactivate when stood up.
we've got to the point where we know the HL2 model does that and we need to replace that with the turret, but how? that's beyond my knowledge
Quote from PortalFan77 on March 21, 2009, 11:55 pmI replaced my HL2 turret in Synergy, HL2, EP1, and EP2 with the Portal turret.
its a matter of copy and paste. You take the .mdl file and rename it to the HL2 turret file, then put the other files in the original directory and the same directory as the MDL.
The issue with the HL2 turret though, you cant put a portal underneath it.
I replaced my HL2 turret in Synergy, HL2, EP1, and EP2 with the Portal turret.
its a matter of copy and paste. You take the .mdl file and rename it to the HL2 turret file, then put the other files in the original directory and the same directory as the MDL.
The issue with the HL2 turret though, you cant put a portal underneath it.
Quote from reepblue on March 22, 2009, 2:23 amPortalFan77 wrote:I replaced my HL2 turret in Synergy, HL2, EP1, and EP2 with the Portal turret.its a matter of copy and paste. You take the .mdl file and rename it to the HL2 turret file, then put the other files in the original directory and the same directory as the MDL.
The issue with the HL2 turret though, you cant put a portal underneath it.
Ah, I nearly forgot about that. . And that they can't see you through portals.
its a matter of copy and paste. You take the .mdl file and rename it to the HL2 turret file, then put the other files in the original directory and the same directory as the MDL.
The issue with the HL2 turret though, you cant put a portal underneath it.
Ah, I nearly forgot about that. . And that they can't see you through portals.
The more you give, the less appreciated it will be received.
Quote from PortalFan77 on March 22, 2009, 7:37 pmreepblue wrote:Ah, I nearly forgot about that. . And that they can't see you through portals.They do however open up as if you walked in front. They stay active too until you move away from the Portal.
They do however open up as if you walked in front. They stay active too until you move away from the Portal.
Quote from HMW on March 23, 2009, 4:38 pmNow that i better understand the problem, i think that the best solution is to change the source code of the game DLLs. It should be relatively easy to adapt the code for the turret so that it re-activates when you pick it up, while retaining all of its Portal-specific properties that the Half-Life version doesn't have.
When distributing your mod, you can plug in custom game DLLs like you do other stuff, by putting them in the correct sub-directory.
You can find more information in the programming section of the Valve Developer wiki.
Now that i better understand the problem, i think that the best solution is to change the source code of the game DLLs. It should be relatively easy to adapt the code for the turret so that it re-activates when you pick it up, while retaining all of its Portal-specific properties that the Half-Life version doesn't have.
When distributing your mod, you can plug in custom game DLLs like you do other stuff, by putting them in the correct sub-directory.
You can find more information in the programming section of the Valve Developer wiki.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from reepblue on March 23, 2009, 5:01 pmQuote:i think that the best solution is to change the source code of the game DLLs. It should be relatively easy to adapt the code for the turret so that it re-activates when you pick it up, while retaining all of its Portal-specific properties that the Half-Life version doesn't have.There is only one tiny little problem with that. . .
I don't think that getting Portal Source code is even possible now. Perhaps in a few years, maybe but for now no.
There is only one tiny little problem with that. . .
I don't think that getting Portal Source code is even possible now. Perhaps in a few years, maybe but for now no.
The more you give, the less appreciated it will be received.