EDIT: All kinds of help needed, one question at a time
also, gels are working perfectly now.
don't know why you said they wouldn't show up on fast compile
FFFFFFFFFFFFFFFFFFFFFFFFFFUCK!!
edit: nevermind
Fracture wrote:
that is hardly an answer, everyone searches everywhere. The problem I am having is that people's answers are as cryptic as hell.People need to realise the reason other people ask questions is because they haven't the slightest damn clue as to what they are doing. Visuals help and I cannot find one goddamn video on turrets
Everyone on this forum dedicates their own time to answer people's questions. Doing a little research on your own won't hurt you. In fact people would like you more because you don't ask a million questions constantly.
Just by googling 'rocket turret portal 2' I found a thread with the same question:
http://forums.steampowered.com/forums/a ... 20554.html
Searching TWP I found this: post60911.html?hilit=rocket%20turret#
Hopefully you can click to download his files and correctly place it in the right directory. I did read that you are using normal turrets now, but just in case you change your mind.
Unless that is too difficult for you too and need to complain some more.
chickenmobile wrote:
Unless that is too difficult for you too and need to complain some more.
I honestly dont know why he is trying to map when he finds it so difficult. I think he should do some more basic computer skill course before attempting this. (play games do not count as skills). Im not saying that people shouldnt try new things but if its out of your scope then you should probably cut your loses. I cant differenciate subatomic particles, so I dont.
And if you don't like my complaining, then take a second and reflect on your complaining about my complaining. It's called hypocracy. Don't get carried away with it.
I am grateful for any and all help I am getting, and I am learning, but for crying out loud. Be understanding and nice. I am new at this and I get frustrated very easily. I am sure you know what that is like.
Now i can't find the panel that flicks like the catapult like before wheatley tries to outright kill you at the beginning of the last chapter(s), what's the exact model name and animation name?
Fracture wrote:
i can't find the panel that flicks like the catapult, what's the exact model name and animation name?
1) You're complaining or asking questions about things this site has answered or google.
Be patient. Hammer is always about PATIENCE!!
2) Do some research.
You need to google, or maybe search this site.
If you seen a map that has the thing you want to use in your map.
Find that map and decompile it.
You can look at how the person made it, and learn from it.
From what you are asking, a panel that has an animation of making a slanted brush.
There's this example map in the sdk_content folder that is named, sp_a4_laser_catapult.
That's one method.
The model browser.
Look for a panel and scroll through the animations to see which one you want and use it.
that's the second.
...
aaaand there ARE files missing!!!
MY COMPUTER HATES ME!!!!!!
Fracture wrote:
MY COMPUTER HATES ME!!!!!!
not the only one

Fracture wrote:
if we weren't supposed to use carve, they wouldn't put it in the program
Why ask for help if you're going to reject it?
Fracture wrote:
if we weren't supposed to use carve, they wouldn't put it in the program
Well, Hammer a program that has been used since half-life 1 source. Maybe back in the day it was ok, but from experience a lot of people know that carve creates buggy behavior in newer games (like portal 2).
The biggest problem with the carve tool is that the algorithm is not optimal. It creates a ton of brushes, those things cause visleaf problems and microbrushes, all things that crash the game.
Noob is trying to learn clip, noob must forget one move, noob has forgotten carve, noob has now learned clip 
2)In the flag section of the train.
Check Everything except Fixed Orientation and Use Max Speed for pitch shifting move sound.
SUPER DOUBLE EDIT: After several days of figuring out how to send a lift back to its origin point, I figured out this whole time i could have created a new train and path on the opposite direction, cleared the parent, set to a new parent, and made it proceed on a button reset. And it damn well bloody worked. So many hours wasted.
But here is my question, when the lift activates, and stops, the electrical sound of the device keeps playing. Is there a way to make it stop when i want? or should i remove it and use a soundscape instead?
In regards to something posted earlier in this thread, there ain't a damn thing wrong with "boxing up" your level. In fact, EVERY level at the start of the game had a SKYBOX (a big box around it, for the uninformed) around it. It wasn't just Wheatley's chambers or the underground chambers.
Also, spongylover123, you really need to learn to be nicer to people when giving advice. You seem to think you are the ultimate mapper. You have no idea how irritating you can be.
protoborg wrote:
Some rage and advice.
The sounds on trains can get a little buggy and play all the sound instead of stopping that is why it is better to use ambient_generic for the start and stop sounds (create an ambient_generic and set the source entity value to the name of your train)
Also what's wrong with spongy's post? He said what an admin would say about dbl posting and gave you an answer :O
@Fracture: What do you mean you want it to go back to its' origin? Just create another path_track and either make this the next path inside the last track's values or create an output "OutPutName" -> "TrainName" -> "MoveToPathNode" -> "NameOfStartingPath".
protoborg wrote:
You have no idea how irritating you can be.
After reading your post I do.
Some rage and advice.