Turrets and Outputs.

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Fracture
797 Posts
Posted Nov 29, 2012
Replied 2 hours later

zivi7 wrote:
Click on "SmartEdit" in the upper right corner. New buttons will appear.

YOU JUST BLEW MY MIND!!!! O_O

And it looks like I am getting more problems piled on top of the ones i had.

all I need is a portal2 turret that can repair itself, and fire at other turrets. I don't want combine turrets

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zivi7
649 Posts
Posted Nov 29, 2012
Replied 31 minutes later
According to the VDC, Portal 2 turrets don't repair themselves, but combine turrets do. So what you are doing is using a combine turret disguised as Portal turret. As I said, it does reactivate when placed upright again and it does shoot other turrets.

So you don't have new problems ontop of anything, there are just a few new obstacles in the way while a good part of what you wanted is already accomplished.

To do: fix random skin (or live with it as it just appears painted but doesn't act bouncy), make it hurt the player (if that is even needed), find a way to make it easier to place it upright again.

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Fracture
797 Posts
Posted Nov 29, 2012
Replied 13 minutes later
I did the model keyvalue thing and i still encounter the big blue error model :C
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zivi7
649 Posts
Posted Nov 29, 2012
Replied 1 minutes later
Yeah, in Hammer. But it will be a Portal turret ingame.
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Fracture
797 Posts
Posted Nov 29, 2012
Replied 4 minutes later

zivi7 wrote:
Yeah, in Hammer. But it will be a Portal turret ingame.

...same problem...error box

EDIT: nevermind, entity got reset somehow, it works now. WEIRD THING THOUGH!! using a backwards turret model makes it fire backwards AND forwards. It is literally firing in both directions now. But for some reason it wont kill the enemy turrets like i wanted. I tried a hidden func_breakable and it wont even break, I tried a func_physbox but it always breaks up into gibs despite not having any set.

any ideas on that one?

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zivi7
649 Posts
Posted Nov 29, 2012
Replied 19 minutes later

Fracture wrote:
But for some reason it wont kill the enemy turrets like i wanted.

What did you want as a result? When I tried using the normal turret model, the bullets just pushed the enemy turret till it tipped over.

edit: My combine turret with the normal - not backwards - Portal turret model destroys a func_breakable with the FX amount set to 0. So if needed you should be able to get a different destruction triggered this way.

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Fracture
797 Posts
Posted Nov 29, 2012
Replied 15 minutes later
well i was using the backwards turret to fire behind itself, have the portals in place to redirect turret fire and fire at the enemy turret, which i now realise while typing this i had set to motion disabled :s, fired at a physbox that upon breaking set the turret to selfdestructimmediately.

Now that it fires in both directions, it seems that test element i was going for is going to change somehow

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Fracture
797 Posts
Posted Nov 29, 2012
Replied 31 minutes later
EDIT: thanks for the information, I will see what i can do here
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CamBen
973 Posts
Posted Nov 29, 2012
Replied 3 hours later
To fix the skin issue,> CamBen wrote:

You could hex edit a turret/backwards turret to have all of its skins as skin 0, so all the random skins are the same.

If you don't want it to fire a certain way, put a block bullets brush parented to the turret.

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Lpfreaky90
2,842 Posts
Posted Nov 29, 2012
Replied 1 hour later

CamBen wrote:
To fix the skin issue,
CamBen wrote:

You could hex edit a turret/backwards turret to have all of its skins as skin 0, so all the random skins are the same.

If you don't want it to fire a certain way, put a block bullets brush parented to the turret.

I'd go for BLOCK_LOS; block_bullets will block bullets; but they'll be fired; with block los they won't even be fired :smile:

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FelixGriffin
2,680 Posts
Posted Nov 29, 2012
Replied 11 minutes later
I think he's saying that when it sees something in front of it, it fires in both directions.
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Fracture
797 Posts
Posted Nov 29, 2012
Replied 3 hours later
MASSIVE EDIT:

So apparently this whole time what i thought was the backwards combine/portal backwards turret firing in both directions turned out to be the enemy returning fire and hitting me. The backwards turret was just showing the muzzle flash it normally did to start off with.

new problem i encountered is when this makeshift turret falls over it spams an error sound, screaming fiddlesticks nonstop! the console mentions this.

CSoundEmitterSystemBase::GetParametersForSound: No such sound NPC_FloorTurret.AlarmPing
CSoundEmitterSystemBase::GetParametersForSound: No such sound Error

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FelixGriffin
2,680 Posts
Posted Nov 30, 2012
Replied 9 hours later
Define that sound to NULL.wav in a new soundscript, that'll disable it.
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zivi7
649 Posts
Posted Nov 30, 2012
Replied 34 minutes later

FelixGriffin wrote:
Define that sound to NULL.wav in a new soundscript, that'll disable it.

I think that shouldn't be necessary and that something else is wrong. I don't get the fiddlesticks error. The turret (doesn't matter if normal or backwards - though personally I wouldn't use backwards because of the firing animation pointing in the wrong direction) tips over, makes the alarm sound, fires a bit and shuts down.

Did you place a normal npc_portal_turret_floor in the map so the game could preload particles and sounds from that one to use on the fake one?

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Fracture
797 Posts
Posted Nov 30, 2012
Replied 6 hours later
yeah there are 2 normal turrets and they function normally, but the combine/portal turret is acting all weird. The animation does make it look weird and i may have to change something for that.

Edit: I'm going to just start from scratch by removing all turrets. perhaps i can execute the friendly turrets firing by keeping it disabled, but have strategically placed triggers and relays that tell the turret to firebullets at specific physboxes, exploding enemy turrets, and turn off the firing triggers.

EDIT: OMG WORKS PERFECTLY, The backwards turret never spazes out when knocked over and the triggers and filters set off the backwards turret perfectly. It even aims correctly. It may get a little tedious setting up triggers and filters, but when isn't hammer tedious? This is everything i need. Thanks for all the information

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Fracture
797 Posts
Posted Dec 10, 2012
Replied 9 days later
IS IT NORMAL FOR INACTIVE TURRETS TO BE FIRE-PROOF? O_O
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FelixGriffin
2,680 Posts
Posted Dec 10, 2012
Replied 4 hours later
Is it a Combine turret or a Portal turret? (In entity, not in model.)

Combine ones never burn, Portal ones only burn when upright (if they're shut off they never will again).

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Fracture
797 Posts
Posted Dec 11, 2012
Replied 5 hours later
It's just a normal portal turret.

I can say for certain that I have destroyed many turrets using lasers that were both active, and deactivated, standing, and laying down, gagged, ungagged, skin, no skin, normal model, defective, boxed, and backwards.

The only time they did not explode was when they were disabled, via input and/or flagged as inactive. They just smoldered for awhile until the flame died out I even did a test map to see if this was true. I just wanted to see if that was normal.

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CamBen
973 Posts
Posted Dec 11, 2012
Replied 9 hours later
Well, if that is the turret that you will be rescuing, you wouldn't want the player to explode it, right?
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Fracture
797 Posts
Posted Dec 11, 2012
Replied 2 hours later
True enough