A Word About Alive & Kicking
vanSulli wrote:
rocket sentry
omi
Colossal wrote:
vanSulli wrote:
rocket sentry>
omi
more like valve removing a perfectly useful entity from the engine completely
p0rtalplayer wrote:
Colossal wrote:
vanSulli wrote:
rocket sentry>>
omi>
more like valve removing a perfectly useful entity from the engine completely
also omi
omi is to be blamed for all problems
Did they break it further when I wasn't looking?
EDIT:
SPUF wrote:
Our poor friend the rocket turret is in worse shape than ever. When he shoots a rocket, it stays still until the programmed amount of time has passed for it to blow up. A little scripting shows that the velocity setting is fine, it's just not transferring over into real life for some reason. Rockets from any other source (fire_rocket_projectile cheat, prop_rocket_tripwire, placed in map, etc.) work just fine, but rockets fired by npc_rocket_turret just won't budge.Is this just a problem on my end (possible, considering how I've been messing with files) or is it indeed the DLC's fault?
The very next post reads:
SPUF again wrote:
For anyone who's interested, there's a workaround now:
[url:3fpvdpm3]http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=1400[/url:3fpvdpm3]
So what's the deal with my old pal?
vanSulli wrote:
The deal is that omi is lazy, as has been foretold by the prophets of the previous posts.
Who/what is omi? You mean omni? Some forgotten mapping God? Codename for Alfred of Valve because it's cool to hate him?
vanSulli wrote:
Once, he was called omicoder. Now, its just omi.
I feel like I'm being left out of the joke.


it's a maths equation thus it is true
p0rtalplayer wrote:
omni - n = omiit's a maths equation thus it is true
Okay, that's great, but what does it have to do with the mod? 
Sven wrote:
p0rtalplayer wrote:
omni - n = omiit's a maths equation thus it is true>
Okay, that's great, but what does it have to do with the mod?
Omi was a developer for it.
I wish the Portal community was still around like it used to be.
Theoretically it would be possible to hack one together with vscripts (and we sort of did) but it's not going to behave exactly the same and probably will lose some basic functionality. Case in point: unless you were really clever with animations somehow, I don't think it would be possible to get the model to actually aim. Or perhaps it is possible, but it would take time and dedication which none of the team members are willing to spare any more it would seem.
[youtube:5uvq80en]eHDDWBP3Jyo[/youtube:5uvq80en]
And yes, it works through portals, too.
Download here: http://www.erikszeug.de/index.php?mc=po ... =instances
LambdaCore 21 wrote:
To me it seemed like you don't actually believe that it works in Portal 2.And yes, it works through portals, too.
Download here: http://www.erikszeug.de/index.php?mc=po ... =instances
That's the exact same instance I was testing in my map and I couldn't get it to fire! Tomorrow you must show me this magic!