Turret death output

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angelsl
34 Posts
Posted Jan 02, 2012
Is there an output for when a turret is tipped over (OnTipped does not work if Turret can be picked up by player is false and another object (e.g. Edgeless Safety Cube) knocks it over) or it is emancipated?

Essentially I'm looking for an output that fires when a turret dies by emancipation, being tipped or being dropped in water (all the ways it can die).

OnKilled does not work either :<

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spongylover123
944 Posts
Posted Jan 02, 2012
Replied 23 minutes later
Try npc_turret_floor.
I know it is an error model.
But you can change the model by disabling smartedit so you can change the model
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262LetsPlay
51 Posts
Posted Jan 02, 2012
Replied 38 minutes later
OnKilled will be fired when it is technically killed, which means its removed from the world. You can only fire this output with the input "Kill"
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Mr. P. Kiwi
97 Posts
Posted Jan 02, 2012
Replied 4 hours later
Another great way is adding to the fizzler an output that when it fizzles something; this might not work if you've got other entities you can fizzle (eg. cubes, other prop_physics).
A work around can be made, however. If you have your fizzler have an OnFizzle - FireUser1 and have the turrets have an output of OnUser1 - <fire whatever you want> it should work properly. I never tested this theory but technically it should work. This should also work with slime, about tipping the turret it should work the OnTipped output, Valve uses it in one of the co-op maps.
Hope this helps
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angelsl
34 Posts
Posted Jan 02, 2012
Replied 2 hours later

spongylover123 wrote:
Try npc_turret_floor.
I know it is an error model.
But you can change the model by disabling smartedit so you can change the model

I don't think those outputs will work if npc_portal_turret_floor's didn't. But thanks for replying.

262LetsPlay wrote:
OnKilled will be fired when it is technically killed, which means its removed from the world. You can only fire this output with the input "Kill"

Oh right.. would it fire if it's emancipated? Because it is technically removed from the world too..

Mr. P. Kiwi wrote:
Another great way is adding to the fizzler an output that when it fizzles something; this might not work if you've got other entities you can fizzle (eg. cubes, other prop_physics).
A work around can be made, however. If you have your fizzler have an OnFizzle - FireUser1 and have the turrets have an output of OnUser1 - it should work properly. I never tested this theory but technically it should work. This should also work with slime, about tipping the turret it should work the OnTipped output, Valve uses it in one of the co-op maps.
Hope this helps

That's weird.. OnTipped didn't work when I tipped it over with a sphere. Maybe it has something to do with the "Turret can be picked up by player" keyvalue.

But I'll use the User1 inputs.

Thanks..

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Mr. P. Kiwi
97 Posts
Posted Jan 03, 2012
Replied 6 hours later
The OnTipped command is used in the map mp_coop_paint_red_racer.vmf (It's one of the maps Valve released with the SDK). You better start exploring it and try experimenting.