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Laser cube addon - BEE2

---English---Anglais---

This addon add a "laser cube" to BEE2.
The idea come from a map of HallowITE on the steam workshop.
This is my first own mod.

The cube can be normal, or with speed/bounce gel. This can be set with the button type. All is in the description of the item (right click in BEE2)

Thank to Radelite for his help.

The next version will add a dropper, if I can do it.

PS : sorry for my english but I'm french (:

---French---Fran?ais---

cet "addon (suppl?ment ou mod) ajoute un "laser cube" ? BEE2.
L'id?e vient d'une map de HallowITE sur le workshop de steam.
C'est mon 1er propre mod (que j'ai fait moi-m?me de a ? z)

Le cube peut ?tre normal, rebondissant, ou acc?l?r?, Cela peut ?tre d?fini avec le type de bouton. Tout est dans la description de l'objet (actuellement en anglais, d?sol?.), en faisant clic droit sur l'objet dans BEE2.

Merci ? Radelite pour son aide.

PS : le PS en anglais ci-dessus ne vous concerne pas, c'est tout (:

File Name: LaserCubeforBEE2.zip
File Size: 219.47 KiB
Click here to download Laser cube addon - BEE2

Laser cube addon for BEE2 : Laser cube addon - BEE2

Glad to see you created this and if I figure out how to make a dropper for it before you I will let you know.

One question.
If in the future I wanted you to take a picture I had an turn it into a vtf would you want to?

Image

I do like this idea! I'd suggest adding the @relay_spawn_3 and template system from the original cubes to this item as well as the editoritems value "CanAnchorOnBarriers" "1", this will allow the cubes to be placed on glass, grating, light bridges, panels, piston platforms and rail plaforms. Put both the name of the cube and the laser into the template, this will get them to work together. For a cube dropper, all you need to do is delete the frankenturret, frankenturret spawner and template. Add the laser to the top with the cube and put the laser name into the normal box template.

You'd want to add the output "@has_laser Enable" to a logic_auto, this'll allow GLaDOS to use some laser voice lines on entry to the chamber. There' also the unlisted input I found called DisableDraw, this will make laser emitters completely invisible no matter what model it uses.
dropper editoritems

Spoiler
"Item"
{
"Filter" "Ninn31"
"Author" "Ninn31"
"Description" "A dropper for a reflector cube which send a laser."
"Type" "ITEM_DROPPER_LASER_REFLECTOR_CUBE"
"Editor"
{
"SubType"
{
"Name" "Laser Cube Dropper"
"Model"
{
"ModelName" "dropper.3ds"
"TextureName" "dropper.png"
}
"Palette"
{
"Tooltip" "LASER CUBE DROPPER"
"Image" "palette/cannon.png"
"Position" "2 0 0"
}
"Sounds"
{
"SOUND_CREATED" "P2Editor.PlaceCube"
"SOUND_EDITING_ACTIVATE" "P2Editor.ExpandCube"
"SOUND_EDITING_DEACTIVATE" "P2Editor.CollapseCube"
"SOUND_DELETED" "P2Editor.RemoveCube"
}
"Animations"
{
"ANIM_IDLE" "0"
"ANIM_EDITING_ACTIVATE" "1"
"ANIM_EDITING_DEACTIVATE" "2"
"ANIM_DISAPPEAR" "3"
"ANIM_REAPPEAR" "4"
}
}
"MovementHandle" "HANDLE_NONE"
"InvalidSurface" "WALL FLOOR"
}
"Properties"
{
"ConnectionCount"
{
"DefaultValue" "0"
"Index" "1"
}
"AutoDrop"
{
"DefaultValue" "0"
"Index" "3"
}
"AutoRespawn"
{
"DefaultValue" "1"
"Index" "4"
}
}
"Exporting"
{
"Instances"
{
"0"
{
"Name" "instances/p2editor/INSERT PATH HERE"
"EntityCount" "1"
"BrushCount" "1"
"BrushSideCount" "1"
}
}

"TargetName" "spherecannondrop"
"Inputs"
{
"CONNECTION_STANDARD"
{
"Activate" "instance:counter;Add"
"Deactivate" "instance:counter;Subtract"
}
}
"Offset" "64 64 64"
"OccupiedVoxels"
{
"Voxel"
{
"Pos" "0 0 0"
}
}
"EmbeddedVoxels"
{
"Voxel"
{
"Pos" "0 0 0"
}
}
"ConnectionPoints"
{
// left
"Point"
{
"Dir" "1 0 0"
"Pos" "-1 3 0"
"SignageOffset" "-2 2 0"
"Priority" "0"
}
"Point"
{
"Dir" "1 0 0"
"Pos" "-1 4 0"
"SignageOffset" "-2 5 0"
"Priority" "0"
}

// right
"Point"
{
"Dir" "-1 0 0"
"Pos" "8 3 0"
"SignageOffset" "9 2 0"
"Priority" "0"
}
"Point"
{
"Dir" "-1 0 0"
"Pos" "8 4 0"
"SignageOffset" "9 5 0"
"Priority" "0"
}

// up
"Point"
{
"Dir" "0 1 0"
"Pos" "3 -1 0"
"SignageOffset" "2 -2 0"
"Priority" "0"
}
"Point"
{
"Dir" "0 1 0"
"Pos" "4 -1 0"
"SignageOffset" "5 -2 0"
"Priority" "0"
}

// down
"Point"
{
"Dir" "0 -1 0"
"Pos" "3 8 0"
"SignageOffset" "2 9 0"
"Priority" "0"
}
"Point"
{
"Dir" "0 -1 0"
"Pos" "4 8 0"
"SignageOffset" "5 9 0"
"Priority" "0"
}
}
}
}

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

Thank you very much, I will test it and try to create the instance of the dropper. This is very hard, because there is only one french tutorial for hammer, and it is about the version 4... If all work, I will update the mod, and add you in the credits (:
Thank !

PS : This is Niin, and not "Ninn", but i forgive you.

PPS: Sorry for my english...

Laser cube addon for BEE2 : Laser cube addon - BEE2

I have tryed to make the dropper and i have 2 bugs :
First bug, The first cube is good, but the laser of the second cube is parented to the second cube.
Second bug, When I will spawn an other lasercube, the 2 lasers are killed.

In PeTI all work great, thank you, TeamSpen210.

Now I need help. Please help me (:

Screenshots : 1 http://steamcommunity.com/sharedfiles/f ... =192891318
2 http://steamcommunity.com/sharedfiles/f ... =192891614

Laser cube addon for BEE2 : Laser cube addon - BEE2

Uncheck the spawnflag in the template marked 'preserve entity names'.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

I have tryed to uncheck the spawnflag "preserve entity name", but when i check this, the dropper doesn't drop the cube...

Laser cube addon for BEE2 : Laser cube addon - BEE2

I've fix the bug, but now i have the reflection cube glitch to fix... the dropper has x cubes and you can't acces to these cubes

Laser cube addon for BEE2 : Laser cube addon - BEE2