Turret Sounds
Quote from Spam Nugget on February 5, 2012, 7:58 pmThe mod im working on is going to contain both standard and skeleton (broken/crap) turrets. I can make normal turrest appear as broken no dramas, but i cannot get thm to sound like broken turrets.
I know the sounds they make are controled by the script npc_sounds_turret_portal.txt, which is referenced by the script game_sounds_mainfest.txt, i can change the sounds the turrets make, i can refernece new soundscripts.
but i need to be able to run both broken and standard turret sounds, so i cant just overwrite the npc_sounds_turret_portal with broken sounds.
So is it possible to make a new soundscript and change to it on trigger? Is there any other way to do this?
Help would me much apreciated!
The mod im working on is going to contain both standard and skeleton (broken/crap) turrets. I can make normal turrest appear as broken no dramas, but i cannot get thm to sound like broken turrets.
I know the sounds they make are controled by the script npc_sounds_turret_portal.txt, which is referenced by the script game_sounds_mainfest.txt, i can change the sounds the turrets make, i can refernece new soundscripts.
but i need to be able to run both broken and standard turret sounds, so i cant just overwrite the npc_sounds_turret_portal with broken sounds.
So is it possible to make a new soundscript and change to it on trigger? Is there any other way to do this?
Help would me much apreciated!

I think in terms of boolean variables. Generally, it makes things easier.
Quote from ChickenMobile on February 5, 2012, 8:02 pmYou could always try gagging the broken turrets and use ambient generics to play instead, I doubt this is a good idea though...
You could always try gagging the broken turrets and use ambient generics to play instead, I doubt this is a good idea though...
Quote from spongylover123 on February 5, 2012, 8:34 pmyou can override it with a new version of npc_sounds_turret_portal.txt
but putting it in a pak01_dir.vpk in a portal2_dlc3 folder.
you can override it with a new version of npc_sounds_turret_portal.txt
but putting it in a pak01_dir.vpk in a portal2_dlc3 folder.
Quote from Spam Nugget on February 5, 2012, 9:40 pmchickenmobile wrote:You could always try gagging the broken turrets and use ambient generics to play instead, I doubt this is a good idea though...Yeah ive considered doing this, but id rather not have to, as it wil be hard to get right and also the turrets dont have all the outputs necessay to respond like the standard ones do.
spongylover123 wrote:you can override it with a new version of npc_sounds_turret_portal.txt
but putting it in a pak01_dir.vpk in a portal2_dlc3 folder.I know i can overwrite it, the problem is that i want to be able to use standard and broken turrets as well. (though not in the same map)
Yeah ive considered doing this, but id rather not have to, as it wil be hard to get right and also the turrets dont have all the outputs necessay to respond like the standard ones do.
but putting it in a pak01_dir.vpk in a portal2_dlc3 folder.
I know i can overwrite it, the problem is that i want to be able to use standard and broken turrets as well. (though not in the same map)

I think in terms of boolean variables. Generally, it makes things easier.
Quote from spongylover123 on February 5, 2012, 10:40 pmIsnt the broken turret sounds in a vcd?
Or make your own vcd with the broken turret sounds?P.S I found out a way to make a turret's laser follow you, but not shoot you. Parent an env_laser to a dynamic override
Isnt the broken turret sounds in a vcd?
Or make your own vcd with the broken turret sounds?
P.S I found out a way to make a turret's laser follow you, but not shoot you. Parent an env_laser to a dynamic override
Quote from Spam Nugget on February 6, 2012, 5:46 amI think the turret sounds are iin a vcd, but it is geared for the specific circumstances you encouter them in the game. Im not sure exactly how to make a new vcd thta would work, i dont know much about choreography. would i be able to make a vcd that allows the turret to respond to the same stimuli as the normal turrets? how would i go about doing that?
And thanks for finding out about the laser haha, id pretty much given up on that
I think the turret sounds are iin a vcd, but it is geared for the specific circumstances you encouter them in the game. Im not sure exactly how to make a new vcd thta would work, i dont know much about choreography. would i be able to make a vcd that allows the turret to respond to the same stimuli as the normal turrets? how would i go about doing that?
And thanks for finding out about the laser haha, id pretty much given up on that

I think in terms of boolean variables. Generally, it makes things easier.
Quote from 262LetsPlay on February 6, 2012, 3:34 pmYou just have to set the flag "Out of ammo", and add the keyvalue "ShootAtMovingObjects" (set to 1). This puts the turret in defective mode, but it still aims. Than you put "logic_choreographed_scene" on the output "OnDeploy". An example could be the vcd "finale02_turret_return_defect_fail15". As target in the scene entity you have to define the turret, otherwise it won't play. There are outputs for all situations a turret can be in. (for "OnRetire" you have to use a logic_branch, because its fired at activating and deactivating). Hope that helped. Maybe I do an instance for that.
You just have to set the flag "Out of ammo", and add the keyvalue "ShootAtMovingObjects" (set to 1). This puts the turret in defective mode, but it still aims. Than you put "logic_choreographed_scene" on the output "OnDeploy". An example could be the vcd "finale02_turret_return_defect_fail15". As target in the scene entity you have to define the turret, otherwise it won't play. There are outputs for all situations a turret can be in. (for "OnRetire" you have to use a logic_branch, because its fired at activating and deactivating). Hope that helped. Maybe I do an instance for that.
Quote from Spam Nugget on February 6, 2012, 4:38 pmyeah its olay im not trying to create a nonworking turret now, that was a reference to another post. and i know i could use i/o to run some lines, but one its going to be really messy to do, especially for miltiple turrets and two turrets dont fire all the outputs i would need to make then respond to every stimuli the normal ones do.
yeah its olay im not trying to create a nonworking turret now, that was a reference to another post. and i know i could use i/o to run some lines, but one its going to be really messy to do, especially for miltiple turrets and two turrets dont fire all the outputs i would need to make then respond to every stimuli the normal ones do.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Rand0mNumbers on February 7, 2012, 6:26 pmI've been messing with defective turrets for my latest map. I suggest rummaging through sp_a2_bts4.
As usual, I can't get ambient_generics working right and, in this case, Hammer won't preview the sounds.So, I created a gagged turret running choreo/turret_factory_working.nut. Next, used a logic_script named "turret_vo_manager" running choreo/turret_vo_manager.nut. The logic_script's name is hardcoded into the scripts. Woo...
From there, I used default turret i/o (OnTipped, OnPhysGunPickup, etc) to run various functions. The ones I found that work off the bat are: MalfunctioningTurretSneakBy(), grabbedDefect(), and MalfunctioningTurretFling().
Doing this will have them randomly speak a decent chunk of the defective turret lines. It just sounds odd when you hit a dryfire line as it is shooting you.
EDIT:
Oh, if you tip the turret over and it retires, you have to force it to fire a bullet, retip it, pick it up before it retires, and pickup/drop it on its feet a few times to get it to speak again. Yeah, I have no idea what's going on there.
I've been messing with defective turrets for my latest map. I suggest rummaging through sp_a2_bts4.
As usual, I can't get ambient_generics working right and, in this case, Hammer won't preview the sounds.
So, I created a gagged turret running choreo/turret_factory_working.nut. Next, used a logic_script named "turret_vo_manager" running choreo/turret_vo_manager.nut. The logic_script's name is hardcoded into the scripts. Woo...
From there, I used default turret i/o (OnTipped, OnPhysGunPickup, etc) to run various functions. The ones I found that work off the bat are: MalfunctioningTurretSneakBy(), grabbedDefect(), and MalfunctioningTurretFling().
Doing this will have them randomly speak a decent chunk of the defective turret lines. It just sounds odd when you hit a dryfire line as it is shooting you.
EDIT:
Oh, if you tip the turret over and it retires, you have to force it to fire a bullet, retip it, pick it up before it retires, and pickup/drop it on its feet a few times to get it to speak again. Yeah, I have no idea what's going on there.
Quote from Spam Nugget on February 8, 2012, 11:52 pmThanks muchly for that, ive had a quick look and it seems to do most of what I want, Ill see if I can get it to do the rest now.
Thanks muchly for that, ive had a quick look and it seems to do most of what I want, Ill see if I can get it to do the rest now.

I think in terms of boolean variables. Generally, it makes things easier.
