Wheatley Wall Slot

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TripleG10
107 Posts
Posted Jun 30, 2011
I was wondering if there is any instance or something that is the Personality Core outlets. I'm talking about the ones that Wheatley plugs into in the beginning chapters, and that POTaDOS goes into right before the final Wheatley battle.

EDIT: Btw I want it to trigger something, not just as something for show. It should trigger stuff like a button.

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Vordwann
767 Posts
Posted Jun 30, 2011
Replied 40 minutes later
I think there is one model called something like potato_socket.mdl
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TripleG10
107 Posts
Posted Jun 30, 2011
Replied 2 minutes later
But if it's just a model, will it still work correctly? Or maybe I'm thinking of something else?
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Vordwann
767 Posts
Posted Jun 30, 2011
Replied 5 minutes later
I'm sure you can use a trigger with a filter.
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TripleG10
107 Posts
Posted Jun 30, 2011
Replied 1 hour later
Hmm... I can't seem to find the model. What type would it be? prop_dynamic? prop_dynamic_ornament? That sort of thing.
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Vordwann
767 Posts
Posted Jun 30, 2011
Replied 32 minutes later
it's not literally potato_socket.mdl
just look around. I'll try to find it too :smile:
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TripleG10
107 Posts
Posted Jun 30, 2011
Replied 20 minutes later
Hey I think I found it! Filter "plug" in a prop dynamic's World Model. I Haven't actually pluged a core in yet, though.
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WinstonSmith
940 Posts
Posted Jun 30, 2011
Replied 3 minutes later
It won't just plug in if you've only placed the prop there; I'm guessing there's a fair amount of trigger work at play. Decompile one of VALVe's maps and see how they did it.
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TripleG10
107 Posts
Posted Jun 30, 2011
Replied 5 minutes later
I've wanted to, but I'm not so good with decompiling. :sad:
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iWork925
1,080 Posts
Posted Jun 30, 2011
Replied 10 minutes later
how can you not be good at decompiling. it require 10 times less effort then actuall mapping.

1) Download: http://nuclearvelocity.com/barracuda/bs ... loads.html
2) Open valve BSP:
3) Click Decompile
4) Save vmf

Done. Wham bam thank you mam

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Another Bad Pun
516 Posts
Posted Jun 30, 2011
Replied 18 minutes later

iWork925 wrote:

Done. Wham bam thank you mam

Was that supposed to rhyme?

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TripleG10
107 Posts
Posted Jun 30, 2011
Replied 21 minutes later

iWork925 wrote:
how can you not be good at decompiling. it require 10 times less effort then actuall mapping.

1) Download: http://nuclearvelocity.com/barracuda/bs ... loads.html
2) Open valve BSP:
3) Click Decompile
4) Save vmf

Done. Wham bam thank you mam

I meant that I've never done it before. Also, what is the map called? The one that includes the Wheatley socket plug thingy. All of the intro maps seem to be early chambers.

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Another Bad Pun
516 Posts
Posted Jun 30, 2011
Replied 13 minutes later
I think it's along the line of sp_a1_intro_07. To break it down: sp= single player, a1= act one, intro= intro, (duh,) 07= map seven. Just throwing this out there because some people don't know it. (It took me forever to figure out that d1 in HL2 mean day one.)
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TripleG10
107 Posts
Posted Jun 30, 2011
Replied 15 minutes later
That is exactly it! I've decompiled the map, and found the model we are talking about. Now to find out how to work it! I'll probably edit this post later.

EDIT: I've tried looking at it, but it seems REALLY complicated. Plus, there is one huge problem. I can't find out how Wheatley even plugs in! :kermit:

LOLZ! Some of theese smilies are soooo random!

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Brainstone
401 Posts
Posted Jul 01, 2011
Replied 14 hours later
You know what? Under gameplay there's actually an instance, which is called "potatos_socket". I think that's what you'd prefer using. :wink:
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TripleG10
107 Posts
Posted Jul 01, 2011
Replied 3 hours later
THANK YOU! It would have been so complicated the other way. I'm going to try it soon.
:kermit: :kermit: :kermit: :kermit: :kermit: :kermit: :kermit: :kermit: :kermit:
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WinstonSmith
940 Posts
Posted Jul 01, 2011
Replied 22 minutes later
Hoo boy. Got enough emotes there?
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TripleG10
107 Posts
Posted Jul 01, 2011
Replied 55 minutes later
lol the kermit makes me laugh SOOOO hard! my dad thought i was crazee :smile: