Portalgun animation question

Quote from BenVlodgi on March 30, 2012, 11:59 pmHey 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
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

Quote from ChickenMobile on March 31, 2012, 6:50 amTechnically 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.
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.
Quote from CamBen on March 31, 2012, 11:13 amchickenmobile 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
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
Aperture Science: We do our science asbestos we can!
Quote from gallardo on September 22, 2013, 9:00 amdoes it still work?
I tried giving a name to the portalgun on ground, but after being grabbed, I/O dont work.
does it still work?
I tried giving a name to the portalgun on ground, but after being grabbed, I/O dont work.
Quote from FelixGriffin on September 22, 2013, 10:58 amThis 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.
This is an old topic, but...
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.
Quote from gallardo on September 22, 2013, 11:34 amI 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.
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.

Quote from ChickenMobile on September 22, 2013, 11:46 amUse a point_clientcommand in that case buddy.
Use a point_clientcommand in that case buddy.

Quote from josepezdj on September 23, 2013, 5:47 amgallardo wrote:thanks mr wolf
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?
like in Pulp Fiction?
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?
Quote from FelixGriffin on September 23, 2013, 8:21 amI 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.
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.