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[PORTAL] Striderbuster

I can't get the Striderbuster to stop crashing. After modding the model a bit, i got the physics props to work well. The actual weapon_striderbuster crashes the game when it explodes due to physics damage. I can't figure out an alternative. Even when i switch out the model for metal_box

My plan was to have the Striderbusters be flinged into the Strider, then have sentry turrets shoot them for you, but its getting annoying.

Uhh, good luck. Trying to use assets/mechanics from other games is notoriously buggy.

Also, either everyone who downloads your map will have to own Episode 2 or you'll have to redistribute Valve's intellectual property without permission. :/

"Games are made out of smaller games ? turtles all the way down, until you hit the game that is so trivial and stupid it isn?t deserving of the name." --Raph Koster

Right now, i don't give a crap about intellectual property. I'm not making money.

If anyone has any idea on how to actually get this working, i'd be much appreciated. If i can't get it working... i guess i'll have to just have to use bombs like in P2 (though i really don't wanna do that)

SpAM_CAN wrote:
Right now, i don't give a crap about intellectual property. I'm not making money.

But they probably do, and that's the point. They're not redistributing your content - you're redistributing theirs. Without their permission.

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If only that was a legitimate excuse.

"I don't have to obey law because I don't care about it. I am a Conscientious objector to international copyright laws and treaties."

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"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."

Fine then, continue to not answer the question and simply barrage me with bollocks about copyright. I can get around to a model at a later date, that isn't the problem right now. I didn't ask for legal advice.

It could be some ep2 specific code that's missing from the sdk base content that portal uses. As a workaround can you get the strider to explode using i/o & then fake the striderbuster with a prop that motion disables & parents to the strider when it hits it (or a trigger parented to the strider)?

Then you could have a point_push on the strider which sucks in the prop, so you can tweak the accuracy/difficulty.

Btw I did a few gameplay tests with HL2 content in portal a while back. The most fun was rollermines which you can get to chase you by spawning bullseyes in the middle of portals, & then an ai_relationship which makes them hate bulleyes at a lower priority than the player. This makes them jump at the bullseyes & into portals when they don't have a clear path to the player (note: npcs can 'see' through portals, it's just they can't navigate).

SpAM_CAN wrote:
Fine then, continue to not answer the question and simply barrage me with bollocks about copyright. I can get around to a model at a later date, that isn't the problem right now. I didn't ask for legal advice.

We don't know how to solve your particular problem. Instead of just staying silent, we're offering what advice we do have, which is basically "This may not be worth the trouble in the long run, for this reason."

Sorry for doing what we can to help.

"Games are made out of smaller games ? turtles all the way down, until you hit the game that is so trivial and stupid it isn?t deserving of the name." --Raph Koster

You said yourself in the first post, the issue is with the entity itself. The model isn't the problem - the Strider buster simply does not work properly in the game, and there's nothing anyone can do about that.

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If you're trying to simulate bombs, you could always get a prop_physics and parent a triggered explosion to it. You could make it to when when the prop touches something, the explosion will go off and the prop will be killed.