Turrets that dont kill you

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spongylover123
944 Posts
Posted Sep 15, 2011
Replied 4 minutes later

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)

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Spam Nugget
492 Posts
Posted Sep 16, 2011
Replied 1 hour later
The closest I could find was the scripts for the turret sounds :/
Is the portal2/portal2/scripts folder the only plcae scripts are stored?
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MasterLagger
1,695 Posts
Posted Sep 16, 2011
Replied 11 hours later
I still think that you make a glass that's invisible, scripting can get too complex.
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Marise
249 Posts
Posted Sep 16, 2011
Replied 1 hour later
Is there a way to make a brush invisible besides texturing it with "Invisible"? Because if you do that, it's no longer glass and may function differently.

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.

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Vordwann
767 Posts
Posted Sep 16, 2011
Replied 48 minutes later
If you can't access the turrets, try putting a box around them with glass textures on the inside and nodraw on the outside. That way from the outside of the box you can't see anything hinting that it's there, while on the inside it's glass for the turret's view.
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bmaster2000
94 Posts
Posted Sep 16, 2011
Replied 6 minutes later
Wont this still mean the laser sight stops at the glass?
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RubbishyUsername
167 Posts
Posted Sep 16, 2011
Replied 4 minutes later

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.

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Spam Nugget
492 Posts
Posted Sep 16, 2011
Replied 7 hours later
Allright, heres what ive ended up doing:
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.