Portal Gun as a weapon
First up, weapons. I know a few of you guys have asked and said before, but I simply can't ignore the facts regarding the 7-hour war. Simply stated: I'll need to add some bad guys to the mix. However, my complete lack of knowledge on the coding part deters me from using the portal gun as a means to gib whichever bad guy I shoot at (like shooting a moving platform, only with guts spilling all over the place). So what coding would I have to use to make the portal gun projectiles hit and instagib a zombie? If it can't be done, then I'll just add a pulse rifle and a gravity gun for the player's sake.
I also developed the basis for an inventory system ala Tomb Raider, though I'm nowhere near close to attempting an actual inventory screen just yet. The good news is that I'm more than comfortable with using the counting sheep (mathcounter). I've already claimed victory on the entity layout of this system. I can successfully pick up any one of three fuse plugs and place it in one of three fuseboxes of my choice. I may also carry all three fuse plugs at once, in the same manner one can stockpile on ammunition for a particular weapon.
That said, I would like to know if anyone here would like to contribute a quick inventory mod for me. And maybe some prop models if you can.
One last question. How the heck do you turn those citadel core entities off? All I want to do is create something in the likes of Logic_Portals, but the dumb things won't turn off!
Thanx
PS: The gravity pads were a failure, so I'm going for ladders and anti-grav buffers instead.
In the meantime, I've managed to create a citizen radio capable of switching between three songs in sequencial order. Apparently the idea of trumpet valves (buttons on top of vertical doors) works the best, so long that the ambient_generic entities are located far and away from the target radio.
This would probably work.
Thanks for the help.