NeruoToxin + Nurotoxin tubes + Timed dispensors?
Dr.Toaster Waffles wrote:
This is sort of the thing that you just have to think about how to do it. For instance, you can use vactube props for the neurotoxin tubes, and I believe that there is a particle animation for neurotoxin coming out of the tube. For this you need an info_particle_system. There's probably a page of animations on the VDC. For a timer...I don't really know, I'm trying to make a boss battle as well but I don't know how to do this.
Hmm is there any way I can open up the portal 1 and portal 2 maps in Hammer so I can see how they all work? Particularly the boss battles? I would very much like to have a "Finale" like in the main game, to make my side story (well fanfiction lol) have that much more depth.
Actually that's not a bad idea for learning now that I think about it. I should look around at the bsp files and check some stuff out :3
http://ata4.info/bspsrc/downloads.html
decompiles bps' into vmfs to be read by hammer
metroid101 wrote:
fanfiction
NOOOOO (heheh, jk. Someone had to say it.
)
BenVlodgi wrote:
Decompiler
Yes, if you want to look at the official maps, use this program. It's EXTREMELY useful. The SDK even comes with a few pre-decompiled vmfs too, but others can be found in Portal 2\portal2\maps. You will have decompile these ones though.
Neurotoxin gas: As Toaster Waffles said, you'll need info_particle_systems. These can be activated and deactivated easily firing "Start" and "Stop" outputs to them.
Timed dispensors: here you'll need several entities. As Yishbarr said, the vgui_neurotoxin_countdown is the visual timer seen in Portal2. But this is only the visual part, and can be customized at your wish, check out the example I posted some time ago if you want; it's explained how the timed system works and how to fire whatever outputs on your desired time :p In order to kill the player, I'd go for a disabled trigger_hurt parented to the player onMapSpawn so you can enable it later.
TeamSpen210 wrote:
Put a prop_dynamic turret down, give it one of the "penny_" animations. Put an ambient_generic with the right music down and start playing the sound with a trigger or logic_auto or something.
Hmm, can I control when the lights flash on and off with the turrets?
I kind of want to make turrets "Sing" different parts of a song and move to the beat.
also lol at the name of the particle system xD
So Valve's humor in this game goes deeper than just the story <3