Turret Sounds
I know the sounds they make are controled by the script npc_sounds_turret_portal.txt, which is referenced by the script game_sounds_mainfest.txt, i can change the sounds the turrets make, i can refernece new soundscripts.
but i need to be able to run both broken and standard turret sounds, so i cant just overwrite the npc_sounds_turret_portal with broken sounds.
So is it possible to make a new soundscript and change to it on trigger? Is there any other way to do this?
Help would me much apreciated!
but putting it in a pak01_dir.vpk in a portal2_dlc3 folder.
chickenmobile wrote:
You could always try gagging the broken turrets and use ambient generics to play instead, I doubt this is a good idea though...
Yeah ive considered doing this, but id rather not have to, as it wil be hard to get right and also the turrets dont have all the outputs necessay to respond like the standard ones do.
spongylover123 wrote:
you can override it with a new version of npc_sounds_turret_portal.txt
but putting it in a pak01_dir.vpk in a portal2_dlc3 folder.
I know i can overwrite it, the problem is that i want to be able to use standard and broken turrets as well. (though not in the same map)
Or make your own vcd with the broken turret sounds?
P.S I found out a way to make a turret's laser follow you, but not shoot you. Parent an env_laser to a dynamic override
And thanks for finding out about the laser haha, id pretty much given up on that
As usual, I can't get ambient_generics working right and, in this case, Hammer won't preview the sounds.
So, I created a gagged turret running choreo/turret_factory_working.nut. Next, used a logic_script named "turret_vo_manager" running choreo/turret_vo_manager.nut. The logic_script's name is hardcoded into the scripts. Woo...
From there, I used default turret i/o (OnTipped, OnPhysGunPickup, etc) to run various functions. The ones I found that work off the bat are: MalfunctioningTurretSneakBy(), grabbedDefect(), and MalfunctioningTurretFling().
Doing this will have them randomly speak a decent chunk of the defective turret lines. It just sounds odd when you hit a dryfire line as it is shooting you.
EDIT:
Oh, if you tip the turret over and it retires, you have to force it to fire a bullet, retip it, pick it up before it retires, and pickup/drop it on its feet a few times to get it to speak again. Yeah, I have no idea what's going on there.