Hold Monster Boxes Backwards?
Quote from Spam Nugget on November 9, 2011, 6:12 pmGday all, the title pretty much says it all. Trying to do a puzzle where it is important that the monster boxes (you know, the ones wheatly made) face forward when picked up by the player. Is there any way to do this?
Gday all, the title pretty much says it all. Trying to do a puzzle where it is important that the monster boxes (you know, the ones wheatly made) face forward when picked up by the player. Is there any way to do this?

I think in terms of boolean variables. Generally, it makes things easier.
Quote from spongylover123 on November 9, 2011, 6:49 pmTry, sv_enableholdrotation 1
It enable rotation on physic objects
Try, sv_enableholdrotation 1
It enable rotation on physic objects
Quote from Spam Nugget on November 9, 2011, 7:08 pmJust gave that a shot, it didnt work.
Just gave that a shot, it didnt work.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Spam Nugget on November 10, 2011, 6:35 pmWhat if I were to decompile the monster box model, somehow turn it around and recompile it? Im working off the assumption that somwher built into the data for the entity it makes sure that its only held at that particular angle. i can set the prop_moster_box to a model of my choosing, so would this work? i dont have much experience with modling so thought id better ask before trying to figure out how to do it.
What if I were to decompile the monster box model, somehow turn it around and recompile it? Im working off the assumption that somwher built into the data for the entity it makes sure that its only held at that particular angle. i can set the prop_moster_box to a model of my choosing, so would this work? i dont have much experience with modling so thought id better ask before trying to figure out how to do it.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Vordwann on November 10, 2011, 6:39 pmYou could do that. Also, there's a keyvalue that's named something like "preferred player carry angles" that's in prop_physics. If it's in the cube keyvalues as well, you're in luck!
You could do that. Also, there's a keyvalue that's named something like "preferred player carry angles" that's in prop_physics. If it's in the cube keyvalues as well, you're in luck!
[spoiler][SP] Alternate[/spoiler]
Quote from spongylover123 on November 10, 2011, 6:44 pmIf you have questions about how to make them activate a button, use the portal button method
A model and a trigger.
If you have questions about how to make them activate a button, use the portal button method
A model and a trigger.
Quote from Spam Nugget on November 10, 2011, 8:02 pmyeah i had a squiz as to preffered carry angles, but its not in there unfortunately. and thanks spongylover, ill keep that in mind. ill try changing the model now, hopefully studiocompile works properly for me this time
yeah i had a squiz as to preffered carry angles, but its not in there unfortunately. and thanks spongylover, ill keep that in mind. ill try changing the model now, hopefully studiocompile works properly for me this time 

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Spam Nugget on November 12, 2011, 7:51 pmWell, it turns out that studiocompile wont decompile that particular model. It gives e some error about "unable to load vertices file". Ive tried doing a couple of othre models and they decompiled fine. and yes, i definetly extracted the vtx file. So, does anyone know why this is happening?
Well, it turns out that studiocompile wont decompile that particular model. It gives e some error about "unable to load vertices file". Ive tried doing a couple of othre models and they decompiled fine. and yes, i definetly extracted the vtx file. So, does anyone know why this is happening?

I think in terms of boolean variables. Generally, it makes things easier.
Quote from spongylover123 on November 12, 2011, 8:42 pmSpam Nugget wrote:Well, it turns out that studiocompile wont decompile that particular model. It gives e some error about "unable to load vertices file". Ive tried doing a couple of othre models and they decompiled fine. and yes, i definetly extracted the vtx file. So, does anyone know why this is happening?Try here:
http://www.hamaloo.co.uk/mdlunpack/index.php
It says it works with portal 2
Try here:
http://www.hamaloo.co.uk/mdlunpack/index.php
It says it works with portal 2
Quote from Spam Nugget on November 12, 2011, 11:45 pmThanks, but ive figured out what the problem is. It turns out that im a complete moron. in gfcscape i extracted the correct mdl, phy and vvd files but the vtx file was for the monster box as a box :/ So yeah, ive decompiled it now.
Thanks, but ive figured out what the problem is. It turns out that im a complete moron. in gfcscape i extracted the correct mdl, phy and vvd files but the vtx file was for the monster box as a box :/ So yeah, ive decompiled it now.

I think in terms of boolean variables. Generally, it makes things easier.
