robots not chell
Quote from gallardo on June 21, 2011, 9:07 amHi,
if it's possible, can I make the player to use the robot in singleplayer instead of the chell model?
Hi,
if it's possible, can I make the player to use the robot in singleplayer instead of the chell model?
Quote from ChickenMobile on June 21, 2011, 9:56 amMaybe if you replace the default 'chell' model with one of the robot models (by copying one of the robot models and pasting it in the correct models folder in your Portal 2 folder) and renaming it to 'chell'.
However if you want this as one off, you could always try using a model precache in order to draw your model. Put the robot of your choice in your map as a prop_dynamic (and compile duh) and when in the console type in 'cl_precacheinfo modelprecache'. This will list all the models currently in the map. The number in front of each model is what you need to take note of (in front of models/player/eggbot/eggbot.mdl OR models/player/ballbot/ballbot.mdl)
When you find out the model number, type in the console: ent_fire !self addoutput "modelindex #NUMBER". Please note that cheats may have to be enabled to do this and you have to put in the quotes.
If you put in a modelindex of a sprite it will crash! So be careful. Also if you want this a test-chamber idea, make sure you do this kind of scripting right before you release your final version as model indexes can change.I did test this so I know it works
. Comes with the robot sounds and everything.
Maybe if you replace the default 'chell' model with one of the robot models (by copying one of the robot models and pasting it in the correct models folder in your Portal 2 folder) and renaming it to 'chell'.
However if you want this as one off, you could always try using a model precache in order to draw your model. Put the robot of your choice in your map as a prop_dynamic (and compile duh) and when in the console type in 'cl_precacheinfo modelprecache'. This will list all the models currently in the map. The number in front of each model is what you need to take note of (in front of models/player/eggbot/eggbot.mdl OR models/player/ballbot/ballbot.mdl)
When you find out the model number, type in the console: ent_fire !self addoutput "modelindex #NUMBER". Please note that cheats may have to be enabled to do this and you have to put in the quotes.
If you put in a modelindex of a sprite it will crash! So be careful. Also if you want this a test-chamber idea, make sure you do this kind of scripting right before you release your final version as model indexes can change.
I did test this so I know it works
. Comes with the robot sounds and everything.
Quote from gallardo on June 21, 2011, 10:17 amFirst I tried to change cl_playermodel in single, but it doesn't work and resets after restart.
Then I tried creating a coop map, with the start instance and all, and it works.
Nothing new, since it's the way you can already test your coop maps alone (http://developer.valvesoftware.com/wiki ... Maps_Alone).
The problem is that two cheats are required and cheats should not be allowed, so...
First I tried to change cl_playermodel in single, but it doesn't work and resets after restart.
Then I tried creating a coop map, with the start instance and all, and it works.
Nothing new, since it's the way you can already test your coop maps alone (http://developer.valvesoftware.com/wiki ... Maps_Alone).
The problem is that two cheats are required and cheats should not be allowed, so...
Quote from ChickenMobile on June 21, 2011, 10:29 amTry using a point_clientcommand that enables cheats (for a half a second or so), fire all your commands and then turn cheats off. It's not the first time Valve has done this either.
Try using a point_clientcommand that enables cheats (for a half a second or so), fire all your commands and then turn cheats off. It's not the first time Valve has done this either.
Quote from The Irate Pirate on June 21, 2011, 11:36 amSomehow you would also have to make the footstep sounds be that of the robot's (the piston/whirry sounds) if you wanted it to be properly immersive.
Somehow you would also have to make the footstep sounds be that of the robot's (the piston/whirry sounds) if you wanted it to be properly immersive.
Quote from gallardo on June 21, 2011, 12:36 pmYup, I've discarded the first option in favour of the latter.
It would have been a shame if it didn't work, since it makes more sense playing like a robot instead of chell in custom maps.
Yup, I've discarded the first option in favour of the latter.
It would have been a shame if it didn't work, since it makes more sense playing like a robot instead of chell in custom maps.
Quote from ChickenMobile on June 21, 2011, 8:46 pmThe Irate Pirate wrote:Somehow you would also have to make the footstep sounds be that of the robot's (the piston/whirry sounds) if you wanted it to be properly immersive.I already tested it with the precache model option. It has all the robot animations and sounds. It is pretty awesome.
Would you like a video on how to do it?
I already tested it with the precache model option. It has all the robot animations and sounds. It is pretty awesome.
Would you like a video on how to do it?
Quote from ChickenMobile on June 21, 2011, 8:53 pmgallardo wrote:Really? For example?In HL2 they turn cheats on for a few miliseconds during the airboat scene, to execute some player commands.
In HL2 they turn cheats on for a few miliseconds during the airboat scene, to execute some player commands.
Quote from -ArttyIntel- on June 21, 2011, 9:03 pmchickenmobile wrote:Would you like a video on how to do it?Very much(:
Very much(:
