Turrets that dont kill you
Spam Nugget wrote:
spongylover123 wrote:Vordwann wrote:
There must be some way to make invisible glass that still functions as glass...
The only way is to rescript the turret script file.
Does anyone know where the script file is? I mean, if I can at least find it, I can play around with it and see if I can get what I want.
I think it's starts with npc (I don't have my computer with me right now)
Is the portal2/portal2/scripts folder the only plcae scripts are stored?
What if you put them behind some regular glass and used lighting to sort of hide the glass? E.g. the turrets are under a spotlight and everything else is relatively dark.
Spam Nugget wrote:
I just want a bunch of them sitting there looking menacing and ready to kill you while GLaDOS will talk to the player.
I personally think a scene like this would be more effective if they didn't track the player. If you want them to listen to Glados, then having a turret pointing at them is going to immediately distract them, and they won't listen. I forsee players just jumping up and down, watching the laser follow their movements - remember Chamber 75? I think you should probably put the turrets in clear line of sight and surrounding the player, whilst staying in sleep mode until the trigger. That way the player knows that they are firmly trapped, but without distracting us from Glados.
Just a thought.
since I still cant find the scripts for the turret ( or indeed ANY npc, no idea where they are) i have given up on changing the code. instead, i've just put them behind a one-sided glass wall (thanks vordwann) which means they follow the player, but there is no laser. However as the other side is textured as a grate anyway to prevent the turrets being knocked over, hopefully the player will assume that this is what blocks the laser. ( in reality grates block neither bullets nor the laser nor the turrets line of sight)
Its not perfect, but it seems to be about as good as im going to get.
Thank you all for your help.