The Blapperture Multi-Tool Framework
Quote from CamBen on August 25, 2013, 12:48 pmFelixGriffin wrote:With Motanum's help I got everything to be much more stable now, motion is really smooth and the func_tank can never be dropped.
You've got me interested. This would be very useful for my gravity gun, if you care to share how. i've already made the player never be able to get into the control volume again, but it can still be deactivated.
You've got me interested. This would be very useful for my gravity gun, if you care to share how. i've already made the player never be able to get into the control volume again, but it can still be deactivated.
Aperture Science: We do our science asbestos we can!
Quote from FelixGriffin on August 25, 2013, 2:04 pmFlo2912 wrote:Bceause than the counter has to give out an output to the logic case on every value, but I don't kno how to make it that it gives out different outputs depending on wich value it has at the momennt, so I used multible counter that give a direct command to the paintsprayer. was easyer to do for meJust connect the OutValue of a math_counter to the InValue of a logic_case and it'll give you a different output for each number you want to watch.
CamBen wrote:FelixGriffin wrote:With Motanum's help I got everything to be much more stable now, motion is really smooth and the func_tank can never be dropped.
You've got me interested. This would be very useful for my gravity gun, if you care to share how. i've already made the player never be able to get into the control volume again, but it can still be deactivated.
It's a very cool idea. If you use a logic_measure_movement to measure the Eye Position of the !player, and give both the weapon and the player the same measurement reference, it will follow the eye position exactly.
The one problem I have right now is that the viewmodel doesn't move smoothly, it sort of jitters. Can you think of a way to smooth that out a bit?

Just connect the OutValue of a math_counter to the InValue of a logic_case and it'll give you a different output for each number you want to watch.
You've got me interested. This would be very useful for my gravity gun, if you care to share how. i've already made the player never be able to get into the control volume again, but it can still be deactivated.
It's a very cool idea. If you use a logic_measure_movement to measure the Eye Position of the !player, and give both the weapon and the player the same measurement reference, it will follow the eye position exactly.
The one problem I have right now is that the viewmodel doesn't move smoothly, it sort of jitters. Can you think of a way to smooth that out a bit?
Quote from CamBen on August 25, 2013, 7:43 pmAwesome! then the collision glitch on my gravity gun will be resolved. As for the jittery movement, maybe make a non controllable tank with a slow speed and very limited range to follow an info_target parented to the player's forward attachment. I'm far from being an expert on logic_measure_movements and this type of thing, but that may level out the movement a bit, I'm not sure. I hope something works out, though.
Also, are you planning to implement a machine gun function into the Blaperture tool? I know it wouldn't really have much of a point, except in coop competition maps, but anyway, just curious.
Awesome! then the collision glitch on my gravity gun will be resolved. As for the jittery movement, maybe make a non controllable tank with a slow speed and very limited range to follow an info_target parented to the player's forward attachment. I'm far from being an expert on logic_measure_movements and this type of thing, but that may level out the movement a bit, I'm not sure. I hope something works out, though.
Also, are you planning to implement a machine gun function into the Blaperture tool? I know it wouldn't really have much of a point, except in coop competition maps, but anyway, just curious.
Aperture Science: We do our science asbestos we can!
Quote from FelixGriffin on August 25, 2013, 9:27 pmPossibly. How would something like that work? A laser with a damage setting for hitscan, or projectiles?
Possibly. How would something like that work? A laser with a damage setting for hitscan, or projectiles?
Quote from CamBen on August 26, 2013, 10:39 amFor my AR2 in portal 2, I parented a turret with draw and collisions disabled, used as actor, and gagged, to the gun, then used a logic timer to retire the firebullet target output.
For my AR2 in portal 2, I parented a turret with draw and collisions disabled, used as actor, and gagged, to the gun, then used a logic timer to retire the firebullet target output.
Aperture Science: We do our science asbestos we can!
Quote from FelixGriffin on August 26, 2013, 6:33 pmCamBen wrote:For my AR2 in portal 2, I parented a turret with draw and collisions disabled, used as actor, and gagged, to the gun, then used a logic timer to retire the firebullet target output.Wow. That sounds interesting. How well does it work?
Wow. That sounds interesting. How well does it work?
Quote from CamBen on August 26, 2013, 6:38 pmWorks very well, except that there was an annoying red laser that did not aim properly. That could probably be fixed by putting a brush in front of the turret's eye.
Works very well, except that there was an annoying red laser that did not aim properly. That could probably be fixed by putting a brush in front of the turret's eye.
Aperture Science: We do our science asbestos we can!
Quote from FelixGriffin on August 26, 2013, 6:39 pmAnd I'm sure there are other ways to disable the laser. I might try that.
And I'm sure there are other ways to disable the laser. I might try that.
Quote from FelixGriffin on August 27, 2013, 8:14 amI'm not using any of the code directly, but it helped me figure some parts out.
I'm not using any of the code directly, but it helped me figure some parts out.