turret reactivation?
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.
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?
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. . .
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 :/
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. . )
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 :/
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.
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
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...
PortalFan77 wrote:
Im not to sure that will work...
Its a hint. . 
giving me misinformation isn't very helpful.
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 
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.
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.
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.
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.
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.