NeruoToxin + Nurotoxin tubes + Timed dispensors?

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metroid101
79 Posts
Posted Jul 31, 2013
Again, the title says it all, what all do I need to do to make this magic happen :3 I'd much rather have it like the boss battle of portal rather than the tubes sliding down to a particular spot.
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Dafflewoctor
415 Posts
Posted Jul 31, 2013
Replied 1 hour later
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.
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Gemarakup
1,183 Posts
Posted Jul 31, 2013
Replied 14 minutes later
I think the timer is vgui_countdown_timer or something.
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metroid101
79 Posts
Posted Jul 31, 2013
Replied 20 minutes later

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

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BenVlodgi
633 Posts
Posted Jul 31, 2013
Replied 21 minutes later

http://ata4.info/bspsrc/downloads.html
decompiles bps' into vmfs to be read by hammer

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Dafflewoctor
415 Posts
Posted Jul 31, 2013
Replied 6 hours later

metroid101 wrote:
fanfiction

NOOOOO (heheh, jk. Someone had to say it. :thumbup:)

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.

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josepezdj
2,386 Posts
Posted Aug 01, 2013
Replied 8 hours later
Neurotoxic Tubes: there already are vactubes models specifically for neurotoxin gas IIRC. They are similar to the normal ones but the glass reflections are greenish...

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.

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Brainstone
401 Posts
Posted Aug 01, 2013
Replied 11 hours later
The particle system is called "human_cleanser_cheap"
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metroid101
79 Posts
Posted Aug 01, 2013
Replied 1 hour later
Okay, can anyone tell me how to make turrets? Like the singing ones in the hidden room?
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TeamSpen210
608 Posts
Posted Aug 01, 2013
Replied 22 minutes later
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.
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metroid101
79 Posts
Posted Aug 02, 2013
Replied 15 hours 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

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Dafflewoctor
415 Posts
Posted Aug 02, 2013
Replied 2 hours later
If you look deeper into Hammer stuff and Portal files there's a lot of other stuff like that.
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TeamSpen210
608 Posts
Posted Aug 02, 2013
Replied 3 hours later
"Ballbot" and "eggbot", "prop_monster_box" (frankenturrets), the model for the player spawn point, "sp_a2_core_drag_to_hell" (GLaDOS screaming as she's being switched with Wheatley), the fact that the companion cube is literally a reskin of the normal cube, there's a lot.