[WIP][Trailer] Sphere cannon
We decided to have some fun and I disabled the sphere cannons reload timeout.
yishbarr wrote:
I just saw the new video and I wondered how the cannon respawns.
Well the button next to it is now within the instance.
I created another 'point_template' and added all dynamic objects within the cannon to it.
So everytime you press the button the old templates will be deleted and new ones are spawned.
yishbarr wrote:
Also, when is this ready? I think I could benefit a lot from it so thanks for making it.
... well, its ready when its ready...
How am I supposed to answer this question, huh?
I already finished a showcase PTI singleplayer map, which is currently tested by my steam-friends.
I watch the blindruns via .dem's and hope to get rid of all the bugs they found.
I am still waiting for someone to create the model for PTI for me, since I cant do it myself,
due to lack of skills with 3D Modelling and my own laziness to learn it... (right now).
(I have send Felix Griffin the files, but not sure if and when he can work on it)
The only thing I can say for sure is, that I will release the PTI map and the cannon as soon
as it all works without bugs... everyone can then download, use, modify, reskin, play, edit, ...
the cannon for free - as long as they add my name or a link to the base model ^^
PortalCombat wrote:
(I have send Felix Griffin the files, but not sure if and when he can work on it)
I have the model made, but it's sort of like the FGEMOD editor models. Tell me if it's okay.
yishbarr wrote:
Talking about glitches, it seems like you can shoot through glass and do sphere "jumping" (that looks more like a feature). Also, some people are going to replace the ball with the bombs. I'm pretty sure that's more of an expectation to portal weapons.
The behavior func_physbox is very different in SP and COOP...
... in my SP map the cannon collides with everything and you cant hold it trough glass,
but in the coop map with the same instance, the model does not collide with anything at all.
So you can hold it through glass and even into a wall in COOP maps and still shoot.
That you can jump with the cannon was discovered by one of my steam-friends who does speedruns
etc. alot. I did not plan to make it happen and was not thinking of it, when I created the cannon.
But hey... maybe you could use it as a feature in some maps... we will see about that.
Since the sphere is only a template it would be really easy to replace it with something else.
- flaming lemons, bombs, turrets, cores, or anything else you could think of 
FelixGriffin wrote:
I have the model made, but it's sort of like the FGEMOD editor models. Tell me if it's okay.
wow, thats good news - can you send me or show me the model?
I dont really care how it looks, as long as it is better than my method, since i use the sphere.mdl 
I am still waiting for FelixGriffin to send me the .mdl for the PTI Editor.
As soon as I got the files from him, I can create the VTF for the ingame image and then
I can publish my 3 Maps and the cannon. ![]()
yishbarr wrote:
I already planned puzzles with this thing.
That's nice to know.
I have finished 4 singleplayer maps now... I think thats enough to show some possible
uses of the cannon... at least I cant think of anything else right now.
FelixGriffin is still working on the .mdl for the cannon, so I have to wait with publishing.
Maybe I can think of map number 5 in the meantime... ![]()
FelixGriffin wrote:
Looks nice! Something seems to be slightly wrong with the editor model, though. The button should be red. Try opening it in the model viewer and see if there's a missing material?
Just checked it, and your are right. There is a missing texture.
||
" *** ERROR *** Model attempted to load one or more VMT's it can't find. "
Whats the name of the VMT? (cant find any info in the model viewer)||
btw: check your PM's please =)
FelixGriffin wrote:
It should be the texture used for the red combine ball field...I may not have packed it right. I'll put it in my next version to send over.
Big thanks goes out to FelixGriffin for creating the ingame model for the PTI Editor.
I have uploaded the Cannon and my 4 Showcase (SP) Maps to the Downloaddatabase now.
deathwish808 wrote:
Installed as per readme.txt and amended the script file, but it never shows. I thought it might have been a problem with Stylechanger, BEEmod, hmw, but I verified cache integrity and re-installed and still nothing. What am I doing wrong?
If you have any other item on line 2, row 4 (which is the franken cube by default), you have to either
comment this out with "//" or ypu have to add my Text to the End of the 'editoritems.txt' but in front
of the very last " } " in the file.
Step by Step easy way:
1.) Open the 'editoritems.txt' in your scripts folder.
2.) Copy my Text out of ReadMe.txt
3.) Go to the end of the 'editoritems.txt' file
4.) Look for the LAST " } " and paste my Text in Front of it.
5.) Save the File and then start Portal.



