Neurotoxin

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TripleG10
107 Posts
Posted Jun 11, 2011
Hi guys, just a quick question. How do I make neurotoxin with the clock thing and the green neurotoxin effect?
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The Irate Pirate
236 Posts
Posted Jun 11, 2011
Replied 41 minutes later
I think you mean DEADLY neurotoxin.

And I have no idea personally, decompile the Valve maps and take a look.

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MasterLagger
1,695 Posts
Posted Jun 11, 2011
Replied 3 hours later
Did you try looking at the Valve Developer Community? Sometimes that site has some good information.
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Vordwann
767 Posts
Posted Jun 11, 2011
Replied 8 hours later
"When I said deadly neurotoxin, the 'deadly' was in massive sarcasm quotes. I could take a bath in the stuff, put it on cereal, rub it right into my eyes. Honestly, it's not deadly at all. To me. You, on the other hand, are going to find its deadliness a lot less funny."
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MasterLagger
1,695 Posts
Posted Jun 12, 2011
Replied 12 hours later
Sorry, the site I mentioned doesn't have anything on neurotoxin, my bad!
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Vordwann
767 Posts
Posted Jun 12, 2011
Replied 1 minutes later
Yeah I was looking for that too.
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taboo54
34 Posts
Posted Jun 12, 2011
Replied 30 minutes later

For the screen, it's just a vgui_neurotoxin_countdown which is triggered to 'enable'

http://developer.valvesoftware.com/wiki ... _countdown

And the neurotoxin is just an info_particle_system
Heres how it's set up in the final level
img

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yohoat9
274 Posts
Posted Jun 12, 2011
Replied 54 minutes later
Okay, so how would you apply the green tint to the players view?
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msleeper
4,136 Posts
Admin
Posted Jun 12, 2011
Replied 7 minutes later
Color correction, probably.
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Idolon
417 Posts
Posted Jun 12, 2011
Replied 17 minutes later
Or env_fade.
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msleeper
4,136 Posts
Admin
Posted Jun 12, 2011
Replied 5 hours later
I think using a fade would look a lot worse than color correction, but yeah I guess you could use it.
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MasterLagger
1,695 Posts
Posted Jun 13, 2011
Replied 16 hours later
Hey I tried this out on a scrap map I was working on, I got the Countdown and Neurotoxin Emitters working but my character won't die at the end of the countdown. Do I need a trigger or special Output to kill the player?
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FusedCore
31 Posts
Posted Jun 13, 2011
Replied 7 minutes later

MasterLagger wrote:
Hey I tried this out on a scrap map I was working on, I got the Countdown and Neurotoxin Emitters working but my character won't die at the end of the countdown. Do I need a trigger or special Output to kill the player?

yes use a logic_relay or a Logic_timer to kill the user when the countdown reaches 0

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MasterLagger
1,695 Posts
Posted Jun 13, 2011
Replied 10 minutes later
Ok, I don't normally have trouble with outputs, but this is kind of confusing. Could you post a picture of what the output should be?
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gompasta
109 Posts
Posted Jun 13, 2011
Replied 4 hours later
enable trigger_hurt onTimerLow? I beleive it tiggers once it reaches the minimum value.
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MasterLagger
1,695 Posts
Posted Jun 13, 2011
Replied 57 minutes later
I got it to work, a room sized "trigger_hurt" with an input from the "logic_timer" to trigger it. Use RefireTime to set the seconds and use another trigger to activate it. Give "logic_timer" an output like: "OnTimer | trigger_hurt name | Enable"

Ha! No way to escape now! Unless you press the secret button. :lol:

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FusedCore
31 Posts
Posted Jun 13, 2011
Replied 58 minutes later
read here: Portal2 Neurotoxin map-example renaFUSED :wink:
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TripleG10
107 Posts
Posted Jun 14, 2011
Replied 23 hours later
but what is the vent on the final level? I mean the one that sprays the neurotoxin. The circular thing.
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MasterLagger
1,695 Posts
Posted Jun 14, 2011
Replied 10 minutes later
The vent doesn't spray neurotoxin, "info_particle_system" sprays it. The vent is a prop or a texture tile with the "info_particle_system" in front of it to make it look like it is coming out of the vent.
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TripleG10
107 Posts
Posted Jun 14, 2011
Replied 19 minutes later
ok, thanks. Also what prop is the countdown in the final level? There is a difference between the portal 1 and 2 timers.