Glass, turrets, trigger questions still unsolved
So the question is, is there anyway to make a func_breakable surf without rectangular holes, make at least 5-10 bullets to be shot to penetrate the glass, only allow to shoot portals through the holes of the glass, see the front and back side of the glass and no error gib models flying around?
2) is there a way to make a turret tip over when shot at?
And make a turret reactivates when set upright?
3)Is there a way to make "bind" commands activate at the beginning of the map or make game controls?
I want to make controls to control a turret
4) And is there a way to make a bullet trigger something?
BobbyJEL101 wrote:
p.p.p.s you could add a logic auto, then a point_clientcommand and in the logic auto, onmapspawn>(point client name)>command>(then in the over-ride put the command, like bind v noclip) Or something...
Sorry, doesn't work with bind commands,
Anyone who types bind commands in point client command in hammer, you can't open the map again until you get rid of the quotes.
Then add
physbox: OnTakeDamage Func_door_rotating open
Func_door_rotating: OnOpen Turret Disable.
To avoid painting you could try a trigger_paint_cleanser, also parented.
Then add to the turret: OnDisabled paint_cleanser enable.
Don't know how to check if the turret is upright, but in that case:
Unparent the func_door rotating, reset it, parent it again. Enable the turret and disable the paint_cleaser?
For the turret tripping: OnTiped: !self Disable
That's all I can help you with atm 
lpfreaky90 wrote:
PS:You can parent a func_door_rotating and a func_physbox to the turret.
Then add
physbox: OnTakeDamage Func_door_rotating open
Func_door_rotating: OnOpen Turret Disable.To avoid painting you could try a trigger_paint_cleanser, also parented.
Then add to the turret: OnDisabled paint_cleanser enable.Don't know how to check if the turret is upright, but in that case:
Unparent the func_door rotating, reset it, parent it again. Enable the turret and disable the paint_cleaser?For the turret tripping: OnTiped: !self Disable
That's all I can help you with atm
This solves the paint problem, but I want the turret to tip when a another turret shoots it.
And The physbox thing doesn't work, thanks For helping, though.

If it because it's for all damage: Just add a damage filter for bullets?
and for your PPS: mapping-help/custom-lightboard-icons-t4417.html 
lpfreaky90 wrote:
Why doesn't the physbox work?
If it because it's for all damage: Just add a damage filter for bullets?and for your PPS: mapping-help/custom-lightboard-icons-t4417.html
1) the physbox breaks, and the turret doesn't tip over
2) too bad, i would've like to implement my own test chamber icons
Hope it helps.
lpfreaky90 wrote:
Why doesn't the physbox work?
If it because it's for all damage: Just add a damage filter for bullets?and for your PPS: mapping-help/custom-lightboard-icons-t4417.html
how about setting the strength to 0, that way it shouldn't break right? 
Mr. P. Kiwi wrote:
About the turrets, add an invisible not solid func_breakable and an explosion entity, place the func_breakable behind the turret you want to tip over and the explosion somewhere near. Now add an output to the func_breakable onchangehealth trigger explosion, disable turret, kill (the func_breakable). I never tested it, I just made it up, you should check if it works...
Hope it helps.
The invisible texture is not invisible when used a a func_breakable, so is trigger.
And the physbox breaks, but then the turrets just keeps saying stop shooting.
6) Use a env_texturetoggle to change the skin, just link this entity with your cube and send an output of
OnTrigger - texturetoggle - SetTextureIndex - (the skin number you want)
Mr. P. Kiwi wrote:
3) If you'd use a point_template, it will also spawn the properties of the template entity.
6) Use a env_texturetoggle to change the skin, just link this entity with your cube and send an output of
OnTrigger - texturetoggle - SetTextureIndex - (the skin number you want)
Point_template works
The texture toggle doesn't work with cubes or physics objects
Spam Nugget wrote:
to change the skin of a cube, send it the input "skin" and the corresponding number of the skin you want. hammer will say that skin is an invalid command, but i just tried this and it works so what does hammer know?
Works perfect, thanks!
Edited the first post
I reworked my idea of turret being knocked over. This time place a small func_breakable textured with nodraw IN the turret (leave the other entities), and of course, these outputs:
OnHealthChanged - npc_portal_turret_floor - Disable
OnHealthChanged - npc_portal_turret_floor - DisableGagging
OnHealthChanged - env_physimpact - Impact
http://dl.dropbox.com/u/9132584/Portal% ... _knock.jpg - how big the nodraw brush should be
Again I have no idea if this will work as I have no time to test now, you should check it.
Hope it helps
- I don't know either, but you can make glass_gib props as prop_physics, point_templete it, make an env_entity_maker in the glass center and make sure you pick the glass' point_templete, then, make a nodraw breakable or any other trigger type and program:
*[NAME OF TRIGGER TYPE] -> [NAME OF ENTITY MAKER] -> ForceSpawn
*
2. A nodraw breakable or func_portal_detector
- Make a point_servercommand somewhere and give it a name. Make a logic_auto (if you want to be on the beggining, can be trigger any other way)
OnMapSpawn -> [NAME OF SERVERCOMMAND] -> Command -> [NAME OF CONSOLE COMMAND]
Note: If you want mulitpule commands, seperate them with a ";"
Example: sv_cheats 1;noclip;sv_cheats 0
The Func_breakable gives a physics penetration error if touched by the turret in hammer, because it is a solid entity nodraw or not.
`
@TheCakeIsASpy
1. I dont want it to break when touched.
2. Shot at by a bullet
3. doesnt work with binds