turret reactivation?

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kizzycocoa
975 Posts
Posted Mar 14, 2009
is there any way to-like in P:TFV-make the turrets reactivate if they're stood up?
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HMW
806 Posts
Posted Mar 19, 2009
Replied 5 days later
(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.

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reepblue
894 Posts
Posted Mar 19, 2009
Replied 52 minutes later
You have to resound script and replace the models of the HL2 turret. (npc_turret_floor)
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kizzycocoa
975 Posts
Posted Mar 20, 2009
Replied 11 hours later

HMW 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?

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reepblue
894 Posts
Posted Mar 20, 2009
Replied 8 hours later
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. . .

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kizzycocoa
975 Posts
Posted Mar 20, 2009
Replied 35 minutes later

reepblue 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 :/

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reepblue
894 Posts
Posted Mar 20, 2009
Replied 1 hour later

kizzycocoa 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. . )

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kizzycocoa
975 Posts
Posted Mar 21, 2009
Replied 1 day later

reepblue 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 :/

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reepblue
894 Posts
Posted Mar 21, 2009
Replied 23 minutes later
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.

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kizzycocoa
975 Posts
Posted Mar 21, 2009
Replied 7 minutes later

reepblue 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

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PortalFan77
432 Posts
Posted Mar 21, 2009
Replied 9 minutes later

reepblue 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...

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reepblue
894 Posts
Posted Mar 21, 2009
Replied 1 minute later

PortalFan77 wrote:
Im not to sure that will work...

Its a hint. . :wink:

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kizzycocoa
975 Posts
Posted Mar 21, 2009
Replied 1 minutes later
ok, what works, and what doesn't? :neutral:
giving me misinformation isn't very helpful.
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PortalFan77
432 Posts
Posted Mar 21, 2009
Replied 18 minutes later
Well what exactly do you want to know?
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kizzycocoa
975 Posts
Posted Mar 21, 2009
Replied 23 minutes later

PortalFan77 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 :neutral:

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PortalFan77
432 Posts
Posted Mar 21, 2009
Replied 3 hours later
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.

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reepblue
894 Posts
Posted Mar 22, 2009
Replied 2 hours later

PortalFan77 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.

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PortalFan77
432 Posts
Posted Mar 22, 2009
Replied 17 hours later

reepblue 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.

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HMW
806 Posts
Posted Mar 23, 2009
Replied 21 hours later
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.

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reepblue
894 Posts
Posted Mar 23, 2009
Replied 22 minutes later

Quote:
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.