Test Element - Animal King
Quote from FelixGriffin on May 22, 2012, 8:37 pmThis test element, for Hammer or the Editor, will throw bombs if it sees you. It needs to be activated by something to start.
This also includes breakable walls for the Editor, which the bombs will shatter.
Enjoy!
File Name: animalking.zip
File Size: 10.15 MiB
Click here to download Test Element - Animal King
This test element, for Hammer or the Editor, will throw bombs if it sees you. It needs to be activated by something to start.
This also includes breakable walls for the Editor, which the bombs will shatter.
Enjoy!
File Name: animalking.zip
File Size: 10.15 MiB
Click here to download Test Element - Animal King
Quote from FelixGriffin on May 24, 2012, 6:50 pmThere's a map for it in the workshop now. It has the models and stuff bspzipped in.
There's a map for it in the workshop now. It has the models and stuff bspzipped in.
Quote from Alexander Bell on July 13, 2012, 1:56 pmWhat do you mean "the editor or Hammer"? If I dl it and put it where it belongs, will I be able to throw this in while using the PTI?
What do you mean "the editor or Hammer"? If I dl it and put it where it belongs, will I be able to throw this in while using the PTI?
Quote from FelixGriffin on July 13, 2012, 2:58 pmYes. But I think it conflicts with HMW's utilities for the PTI.
Yes. But I think it conflicts with HMW's utilities for the PTI.
Quote from Alexander Bell on July 13, 2012, 3:05 pmFelixGriffin wrote:Yes. But I think it conflicts with HMW's utilities for the PTI.Whats HMW?
![]()
I should...
Whats HMW?
I should...
Quote from FelixGriffin on July 13, 2012, 3:39 pmHMW is a moderator here, and the creator of the Sendificator as well as a set of Utilities (logic gates, portal positioners, etc.) for the PTI editor. Plus a ton of other maps, of course.
This works in the PTI editor (although I need to upload the new version with better textures at some point), but I think HMW's utilities put the portal-detector right on top of the breakable glass in the item selector, so one of them is hidden. If you use only one of the mods at a time it should be fine.
EDIT: Actually, it doesn't anymore. They changed the editoritems.txt format and I need to make a new version. But it still works in Hammer atm.
HMW is a moderator here, and the creator of the Sendificator as well as a set of Utilities (logic gates, portal positioners, etc.) for the PTI editor. Plus a ton of other maps, of course.
This works in the PTI editor (although I need to upload the new version with better textures at some point), but I think HMW's utilities put the portal-detector right on top of the breakable glass in the item selector, so one of them is hidden. If you use only one of the mods at a time it should be fine.
EDIT: Actually, it doesn't anymore. They changed the editoritems.txt format and I need to make a new version. But it still works in Hammer atm.
Quote from Alexander Bell on July 13, 2012, 4:38 pmSo it doesn't work in the pti any more? Thats a shame, though this seems cool enough to go through dealing with Hammer to use.
So it doesn't work in the pti any more? Thats a shame, though this seems cool enough to go through dealing with Hammer to use.
Quote from FelixGriffin on July 13, 2012, 4:56 pmWow, thank you! I'll see if I can get it working in the PTI again.
If you use it in the PTI, though, you'll want to install FudgePacker. It lets you "package" the Animal King into your map so that other people can see it in that map (although only that one), even if they don't have this addon.
Wow, thank you! I'll see if I can get it working in the PTI again.
If you use it in the PTI, though, you'll want to install FudgePacker. It lets you "package" the Animal King into your map so that other people can see it in that map (although only that one), even if they don't have this addon.
Quote from FelixGriffin on July 13, 2012, 6:19 pmOkay, for now, try this. Install as usual, but don't copy over editoritems.txt or the PTI will break.
Instead, open the original editoritems.txt, and add the following to the end, right above
- Code: Select all
}
"Renderables"
{.
Stuff
[spoiler]"Item"
{
"Type" "ITEM_ANIMAL_KING"
"Editor"
{
"SubType"
{
"Name" "Animal King"
"Model"
{
"ModelName" "sentry.3ds"
"TextureName" "sentryturret.png"
}
"Palette"
{
"Tooltip" "ANIMAL KING"
"Image" "palette/animalking.png"
"Position" "3 0 0"
}
"Sounds"
{
"SOUND_CREATED" "P2Editor.PlaceTurret"
"SOUND_EDITING_ACTIVATE" "P2Editor.ExpandTurret"
"SOUND_EDITING_DEACTIVATE" "P2Editor.CollapseTurret"
"SOUND_DELETED" "P2Editor.RemoveTurret"
}
}
"MovementHandle" "HANDLE_36_DIRECTIONS"
"OccupiesVoxel" "0"
}
"Exporting"
{
"InstanceNames" "instances/p2editor/animal_king.vmf"
"TargetName" "animalking"
"Inputs"
{
"CONNECTION_STANDARD"
{
"Activate" "instance:activator;Trigger"
"Deactivate" "instance:deactivator;Trigger"
}
}
"ConnectionPoints"
{
// outside voxel
"Point"
{
"Dir" "1 0 0"
"Pos" "0 6 0"
"SignageOffset" "0 7 0"
"Priority" "0"
"GroupID" "0"
}
"Point"
{
"Dir" "1 0 0"
"Pos" "0 4 0"
"SignageOffset" "0 5 0"
"Priority" "0"
"GroupID" "0"
}
"Point"
{
"Dir" "1 0 0"
"Pos" "0 2 0"
"SignageOffset" "0 3 0"
"Priority" "0"
"GroupID" "0"
}
"Point"
{
"Dir" "1 0 0"
"Pos" "0 0 0"
"SignageOffset" "0 1 0"
"Priority" "0"
"GroupID" "0"
}
}
"Offset" "64 64 0"
}
}
"Item"
{
"Type" "ITEM_GLASS_BREAK"
"Editor"
{
"SubType"
{
"Name" "Breakable Glass"
"Model"
{
"ModelName" "glass_handle.3ds"
"TextureName" "glassitem.png"
}
"Palette"
{
"Tooltip" "PORTAL2_PuzzleEditor_Palette_glass"
"Image" "breakglass.png"
"Position" "2 0 0"
}
"Sounds"
{
"SOUND_CREATED" "P2Editor.PlaceOther"
"SOUND_EDITING_ACTIVATE" "P2Editor.ExpandOther"
"SOUND_EDITING_DEACTIVATE" "P2Editor.CollapseOther"
"SOUND_DELETED" "P2Editor.RemoveOther"
}
}
"MovementHandle" "HANDLE_4_DIRECTIONS"
"OccupiesVoxel" "0"
}
"Exporting"
{
"InstanceNames" "instances/p2editor/glass_breakable.vmf"
"TargetName" "breakwall"
"Inputs"
{
"CONNECTION_STANDARD"
{
"Activate" "instance:input;Trigger"
}
}
"Outputs"
{
"CONNECTION_STANDARD"
{
"Activate" "instance:output;OnTrigger"
}
}"ConnectionPoints"
{
// outside voxel
"Point"
{
"Dir" "1 0 0"
"Pos" "0 6 0"
"SignageOffset" "0 7 0"
"Priority" "0"
"GroupID" "0"
}
"Point"
{
"Dir" "1 0 0"
"Pos" "0 4 0"
"SignageOffset" "0 5 0"
"Priority" "0"
"GroupID" "0"
}
"Point"
{
"Dir" "1 0 0"
"Pos" "0 2 0"
"SignageOffset" "0 3 0"
"Priority" "0"
"GroupID" "0"
}
"Point"
{
"Dir" "1 0 0"
"Pos" "0 0 0"
"SignageOffset" "0 1 0"
"Priority" "0"
"GroupID" "0"
}
}"Offset" "64 64 0"
}
}[/spoiler]The images won't work, but the rest should. I think. Tell me if it does.
Okay, for now, try this. Install as usual, but don't copy over editoritems.txt or the PTI will break.
Instead, open the original editoritems.txt, and add the following to the end, right above
- Code: Select all
}
"Renderables"
{
.
Stuff
{
"Type" "ITEM_ANIMAL_KING"
"Editor"
{
"SubType"
{
"Name" "Animal King"
"Model"
{
"ModelName" "sentry.3ds"
"TextureName" "sentryturret.png"
}
"Palette"
{
"Tooltip" "ANIMAL KING"
"Image" "palette/animalking.png"
"Position" "3 0 0"
}
"Sounds"
{
"SOUND_CREATED" "P2Editor.PlaceTurret"
"SOUND_EDITING_ACTIVATE" "P2Editor.ExpandTurret"
"SOUND_EDITING_DEACTIVATE" "P2Editor.CollapseTurret"
"SOUND_DELETED" "P2Editor.RemoveTurret"
}
}
"MovementHandle" "HANDLE_36_DIRECTIONS"
"OccupiesVoxel" "0"
}
"Exporting"
{
"InstanceNames" "instances/p2editor/animal_king.vmf"
"TargetName" "animalking"
"Inputs"
{
"CONNECTION_STANDARD"
{
"Activate" "instance:activator;Trigger"
"Deactivate" "instance:deactivator;Trigger"
}
}
"ConnectionPoints"
{
// outside voxel
"Point"
{
"Dir" "1 0 0"
"Pos" "0 6 0"
"SignageOffset" "0 7 0"
"Priority" "0"
"GroupID" "0"
}
"Point"
{
"Dir" "1 0 0"
"Pos" "0 4 0"
"SignageOffset" "0 5 0"
"Priority" "0"
"GroupID" "0"
}
"Point"
{
"Dir" "1 0 0"
"Pos" "0 2 0"
"SignageOffset" "0 3 0"
"Priority" "0"
"GroupID" "0"
}
"Point"
{
"Dir" "1 0 0"
"Pos" "0 0 0"
"SignageOffset" "0 1 0"
"Priority" "0"
"GroupID" "0"
}
}
"Offset" "64 64 0"
}
}
"Item"
{
"Type" "ITEM_GLASS_BREAK"
"Editor"
{
"SubType"
{
"Name" "Breakable Glass"
"Model"
{
"ModelName" "glass_handle.3ds"
"TextureName" "glassitem.png"
}
"Palette"
{
"Tooltip" "PORTAL2_PuzzleEditor_Palette_glass"
"Image" "breakglass.png"
"Position" "2 0 0"
}
"Sounds"
{
"SOUND_CREATED" "P2Editor.PlaceOther"
"SOUND_EDITING_ACTIVATE" "P2Editor.ExpandOther"
"SOUND_EDITING_DEACTIVATE" "P2Editor.CollapseOther"
"SOUND_DELETED" "P2Editor.RemoveOther"
}
}
"MovementHandle" "HANDLE_4_DIRECTIONS"
"OccupiesVoxel" "0"
}
"Exporting"
{
"InstanceNames" "instances/p2editor/glass_breakable.vmf"
"TargetName" "breakwall"
"Inputs"
{
"CONNECTION_STANDARD"
{
"Activate" "instance:input;Trigger"
}
}
"Outputs"
{
"CONNECTION_STANDARD"
{
"Activate" "instance:output;OnTrigger"
}
}
"ConnectionPoints"
{
// outside voxel
"Point"
{
"Dir" "1 0 0"
"Pos" "0 6 0"
"SignageOffset" "0 7 0"
"Priority" "0"
"GroupID" "0"
}
"Point"
{
"Dir" "1 0 0"
"Pos" "0 4 0"
"SignageOffset" "0 5 0"
"Priority" "0"
"GroupID" "0"
}
"Point"
{
"Dir" "1 0 0"
"Pos" "0 2 0"
"SignageOffset" "0 3 0"
"Priority" "0"
"GroupID" "0"
}
"Point"
{
"Dir" "1 0 0"
"Pos" "0 0 0"
"SignageOffset" "0 1 0"
"Priority" "0"
"GroupID" "0"
}
}
"Offset" "64 64 0"
}
}
The images won't work, but the rest should. I think. Tell me if it does.