Portal Gun as a weapon

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Naulziator
104 Posts
Posted Dec 03, 2008
It seems that my original map idea has been turned into more of a hybrid Black Mesa/Aperture scenario set sometime during the 7-hour war. Chapter 1: Part 1 is in the works right now, not quite complete as I'm tweaking up the story as I progress.

First up, weapons. I know a few of you guys have asked and said before, but I simply can't ignore the facts regarding the 7-hour war. Simply stated: I'll need to add some bad guys to the mix. However, my complete lack of knowledge on the coding part deters me from using the portal gun as a means to gib whichever bad guy I shoot at (like shooting a moving platform, only with guts spilling all over the place). So what coding would I have to use to make the portal gun projectiles hit and instagib a zombie? If it can't be done, then I'll just add a pulse rifle and a gravity gun for the player's sake.

I also developed the basis for an inventory system ala Tomb Raider, though I'm nowhere near close to attempting an actual inventory screen just yet. The good news is that I'm more than comfortable with using the counting sheep (mathcounter). I've already claimed victory on the entity layout of this system. I can successfully pick up any one of three fuse plugs and place it in one of three fuseboxes of my choice. I may also carry all three fuse plugs at once, in the same manner one can stockpile on ammunition for a particular weapon.

That said, I would like to know if anyone here would like to contribute a quick inventory mod for me. And maybe some prop models if you can.

One last question. How the heck do you turn those citadel core entities off? All I want to do is create something in the likes of Logic_Portals, but the dumb things won't turn off!

Thanx

PS: The gravity pads were a failure, so I'm going for ladders and anti-grav buffers instead.

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ultradude25
63 Posts
Posted Dec 03, 2008
Replied 1 hour later
If you are going to be using weapons then you must make bones for them otherwise they will be crotch weapons. Or you could use them only in areas where you can't see yourself through portals.
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Naulziator
104 Posts
Posted Dec 04, 2008
Replied 17 hours later
A second alternative I've overlooked would be disabling the portal gun outside of the test chambers using the 'gibs' excuse (full excuse will be explained in this map). Having seen some of you guys use this disable feature, I'm just wondering if I simply need to hide a 'disabled' portal gun above the observation exits. I'll learn up on respawning objects on my way there.

In the meantime, I've managed to create a citizen radio capable of switching between three songs in sequencial order. Apparently the idea of trumpet valves (buttons on top of vertical doors) works the best, so long that the ambient_generic entities are located far and away from the target radio.

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hanging_rope
435 Posts
Posted Dec 05, 2008
Replied 9 hours later
To use the portal gun as a weapon, you could create the npc_zombie and put a portal detecter around it, parent that to the zombie so that it moves with it. Also parent a disabled trigger hurt to the zombie and set the portal detecters' triggers to Ontrigger-(trigger_hurt)-enable.
This would probably work.
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Ricotez
738 Posts
Posted Dec 05, 2008
Replied 8 hours later
The trigger should be big enough to support a portal. I think it's feasible, but buggy.
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Naulziator
104 Posts
Posted Dec 05, 2008
Replied 14 hours later
Found the solution! The trigger box idea will work, but I decided against shooting the portal gun. Apparently, I can make a physics object turn Url (my zombie) into barbequed pork by touching Url's trigger box with it. Very much like a flare, only with a tesla point and a SetHealth command to drain Url's health instantly.

Thanks for the help.