(curiosity and tutorial) Fun with Flying Turrets
Quote from rendermouse on June 28, 2011, 10:17 amFlying turrets! That's awesome!
I love how Valve has given people the tools to experiment and create new game elements from existing parts.
Flying turrets! That's awesome!
I love how Valve has given people the tools to experiment and create new game elements from existing parts.
Quote from Darkylight on June 28, 2011, 11:45 amI'm just waiting for one thing to upload it, but with beta authoring tools is much more hard to make this things xD.
I'm just waiting for one thing to upload it, but with beta authoring tools is much more hard to make this things xD.
Quote from randombob on July 15, 2011, 7:13 amI am very new to hammer and the sdk, but for the funnel glitch, in sp only, I think you could find the locations of portals to see where the funnel goes. I know there is some sort of trigger that detects whether there is aportal in a location or not (I used it to make security cameras fall in portal 1). So you could detect if there is a portal by the entry funnel and then use the other portal to find the exit area. Then you could just detect when the turret (possibly with a logic_timer or something to continuously count and repeat the same action every 0.1 seconds or so) intersects one of these boxes and then make it stop following the tracktrain and just drop into the funnel. However, this may be very complicated and I don't know if this is possible.
But lol at flying turrets. Kinda like mechanical security guards.
EDIT: the portal detector is a func_portal_detector I think according to this: http://developer.valvesoftware.com/wiki ... ity_camera
I am very new to hammer and the sdk, but for the funnel glitch, in sp only, I think you could find the locations of portals to see where the funnel goes. I know there is some sort of trigger that detects whether there is aportal in a location or not (I used it to make security cameras fall in portal 1). So you could detect if there is a portal by the entry funnel and then use the other portal to find the exit area. Then you could just detect when the turret (possibly with a logic_timer or something to continuously count and repeat the same action every 0.1 seconds or so) intersects one of these boxes and then make it stop following the tracktrain and just drop into the funnel. However, this may be very complicated and I don't know if this is possible.
But lol at flying turrets. Kinda like mechanical security guards.
EDIT: the portal detector is a func_portal_detector I think according to this: http://developer.valvesoftware.com/wiki ... ity_camera
Quote from Darkylight on July 15, 2011, 7:43 amhmm, think is possible with a trigger parent to the portal... but I dont if it is possible. Make a portal in funnel? ok, and later? how can I know where to put the next portal? I need to make detectos every laaaarge wall? For example a wall from 1024 x 1024 white... what? And now I have problems with it...
hmm, think is possible with a trigger parent to the portal... but I dont if it is possible. Make a portal in funnel? ok, and later? how can I know where to put the next portal? I need to make detectos every laaaarge wall? For example a wall from 1024 x 1024 white... what? And now I have problems with it...
Quote from randombob on July 15, 2011, 8:28 amIs there a way to find the location of the other portal without using the trigger? Such as a console command? If there isn't I see what you're saying. Can you parent an entity to a portal? Then you maybe could use an info_target and parent it to the other portal. If you cant, then I am blabbering useless stuff.
Is there a way to find the location of the other portal without using the trigger? Such as a console command? If there isn't I see what you're saying. Can you parent an entity to a portal? Then you maybe could use an info_target and parent it to the other portal. If you cant, then I am blabbering useless stuff.
Quote from Skotty on July 15, 2011, 1:28 pmNice job and a great idea.
Just do it with cubes. You could create a small test where you have to shoot the flying cubes with some kind of gun down to get them.
Nice job and a great idea.
Just do it with cubes. You could create a small test where you have to shoot the flying cubes with some kind of gun down to get them.