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Jade2k8
25 Posts
Posted Jun 06, 2012
Replied 23 minutes later
Geez...then i dont bother doing that way... I was learning some scripting when trying to do so, and realized i could do lot of wonderfull just because i can code it, but if i have to care about people getting stuff from somewhere else than the Workshop, i'm sure that most of them wont download it just for lazyness, so it's just wasting my time to code something that it can't be checked out by anyone but me.

Thanks for help and advice anyway :wink:

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josepezdj
2,386 Posts
Posted Jun 06, 2012
Replied 15 minutes later
Dude! Wrong approach! :thumbdown: First of all you could do this only to test if it finally works out (if you won't then I'll do anyway.), just for science! :biggrin:. And secondly, you could release the map in here instead of the workshop, don't you think?
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ChickenMobile
2,460 Posts
Posted Jun 07, 2012
Replied 17 hours later

Brainstone wrote:
The answer is no. your users will have to download it seperately and out it in the right location. That is not due to Pakrat, but the way source works: It loads the scripts before you start any maps.

That is not correct. You can put .nut scripts into the bsp AND they work when you play them in the workshop.

Does noone test?

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josepezdj
2,386 Posts
Posted Jun 07, 2012
Replied 1 hour later

chickenmobile wrote:
That is not correct. You can put .nut scripts into the bsp AND they work when you play them in the workshop.

Does noone test?

Chicken, I did try it to no avail. I guess some (maybe some others not) scripts are loaded by the engine when you launch the game and those cannot be substituted for any one you place into the bsp file. Are you sure that you achieved this? did you remove the scripts from their local folders (I mean the 3 of them: portal2, dlc1 and dlc2) in order to confirm the engine is not loading any stock script but only the one inside the bsp?

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ChickenMobile
2,460 Posts
Posted Jun 07, 2012
Replied 20 minutes later

josepezdj wrote:
chickenmobile wrote:

That is not correct. You can put .nut scripts into the bsp AND they work when you play them in the workshop.

Does noone test?

Chicken, I did try it to no avail. I guess some (maybe some others not) scripts are loaded by the engine when you launch the game and those cannot be substituted for any one you place into the bsp file. Are you sure that you achieved this? did you remove the scripts from their local folders (I mean the 3 of them: portal2, dlc1 and dlc2) in order to confirm the engine is not loading any stock script but only the one inside the bsp?

Subscribe and play this map. http://steamcommunity.com/sharedfiles/f ... d=75115991

If the door opens and it says testing in the console once you press the button, the script works.

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josepezdj
2,386 Posts
Posted Jun 07, 2012
Replied 15 minutes later
(Taken from chickenmobile's workshop)> Chicken Immobile wrote:

narkfestmojo wrote:

Arrrrrrgh! Where's my portal gun?

Why portalgun? This map is a test to see if scripts work in the workshop.

:lol:

chickenmobile wrote:
Subscribe and play this map. http://steamcommunity.com/sharedfiles/f ... d=75115991

If the door opens and it says testing in the console once you press the button, the script works.

OK, I will as soon as I can and confirm.

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Groxkiller585
652 Posts
Posted Jun 07, 2012
Replied 2 hours later

chickenmobile wrote:
Subscribe and play this map. http://steamcommunity.com/sharedfiles/f ... d=75115991

If the door opens and it says testing in the console once you press the button, the script works.

I just tested this and yes the door opened, but when I try to do this in my own test map it fails.

:neutral:

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ChickenMobile
2,460 Posts
Posted Jun 07, 2012
Replied 1 hour later

Groxkiller585 wrote:
I just tested this and yes the door opened, but when I try to do this in my own test map it fails.

:neutral:

Did pakrat offer to fix up the paths for you?

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Jade2k8
25 Posts
Posted Jun 07, 2012
Replied 4 hours later
Tested...and the door opens as you press the button.