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Portalgun animation question

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Hey everyone,
I wanted to know if there was a way I could trigger certain portalgun animations to happen, while I was hold the gun, so I would like to know if there is a console command or some targetname + animation name I could trigger to make this happen
thanks :D



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Technically the portal gun the player is holding is just weapon_portalgun, therefore you can trigger any outputs etc. you can do on a weapon_portalgun on the ground.

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chickenmobile wrote:
Technically the portal gun the player is holding is just weapon_portalgun, therefore you can trigger any outputs etc. you can do on a weapon_portalgun on the ground.

also, if you need the firing anim, just make the I/O so:

when this happens, fire orange portal 0.50

when this happens (same thing), activate an invisible fizzler/portal detecter that kills portals that is parented to the gun, in front of the gun. 0.00

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does it still work?
I tried giving a name to the portalgun on ground, but after being grabbed, I/O dont work.

This is an old topic, but...

ChickenMobile wrote:
Technically the portal gun the player is holding is just weapon_portalgun, therefore you can trigger any outputs etc. you can do on a weapon_portalgun on the ground.

No you can't. The weapon_portalgun is destroyed and replaced by a viewmodel entity, which as far as I can tell accepts every input a prop_dynamic does EXCEPT the ones to run animations. That's why I use prop_dynamics for the Multitool; I can SetModel the viewmodel to something else, but I can't make it animate.

Falsi sumus crusto!

I was more interested in making the portalgun fire when I say so.
Parenting another one to the player? maybe, but I bet it will be difficult to pair the aim direction.

Use a point_clientcommand in that case buddy.

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thanks mr wolf

gallardo wrote:
thanks mr wolf

:D like in Pulp Fiction?

FelixGriffin wrote:
No you can't. The weapon_portalgun is destroyed and replaced by a viewmodel entity, which as far as I can tell accepts every input a prop_dynamic does EXCEPT the ones to run animations. That's why I use prop_dynamics for the Multitool; I can SetModel the viewmodel to something else, but I can't make it animate.

Correct, as far as I've tested the weapon_portalgun stops being so after it's grabbed by the player, becoming the viewmodel version and sort of part of the player herself... that's why I haven't ever been able to use the SetModel function with it... so, Felix, what exactly are you suggesting to use the SetModel function with the viewmodel gun?

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

I was playing around and discovered that typing "ent_fire viewmodel " will (unlike with most classnames) make Portal 2 suggest a list of inputs. I tried RunScriptCode self.SetModel(something); and it worked.

Falsi sumus crusto!
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