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Turrets and Outputs.

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So I want to take full advantage of a turret having a friendly mode and use it as a testing element that can fire at enemy turrets or anything i set a bullseye on. However I noticed the bugs concerning it's abilities, or lackthereof and it presents me with the following issues;

I am using a backwards turret. This is preferred and it won't be changed unless it is a last resort.

If it gets tipped over by any means, it freaks out until it deactivates.

Enabling does not reactivate a deactivated turret. But apparently telling to fire at a target does.

Carrying an enabled backwards friendly turret will make it kill the player when it sees an enemy

Frequent use of disable/enable/toggle and pickup/drop outputs haven't been able to negate any of the problems dictated. Essentially I want this turret to be a gimp that rebels against Aperture after being dumped in a landfill. Are there any hidden outputs that i can use that are not listed?

Just when I think I understand the system, it changes on me.

Not really. Try using a combine turret and setting it to the Aperture model.

Falsi sumus crusto!

What entity would the combine turrets be in portal 2?

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CamBen wrote:
What entity would the combine turrets be in portal 2?

same entity they were in HL2



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Never played half life, actually.

Just when I think I understand the system, it changes on me.
Fracture wrote:
So I want to take full advantage of a turret having a friendly mode and use it as a testing element that can fire at enemy turrets or anything i set a bullseye on. However I noticed the bugs concerning it's abilities, or lackthereof and it presents me with the following issues;

I am using a backwards turret. This is preferred and it won't be changed unless it is a last resort.

I'd say a forward turret is much easier since:
- you can actually properly aim.
- the turret won't accidentally shoot you.
- you have a tiny bit of protection from the turret.

Quote:
If it gets tipped over by any means, it freaks out until it deactivates.

Try finding out when the OnTipped output fires; maybe then spawn a new one in that same location?

Quote:
Enabling does not reactivate a deactivated turret. But apparently telling to fire at a target does.

Use DepleteAmmo and RestoreAmmo maybe?

Well; those are my thoughts

Fracture wrote:
Never played half life, actually.

https://www.youtube.com/watch?v=r4bp8stxhS0

according to the wiki, the ammo inputs are actually bugged and do not function at all.

the tipped output actually doesn't engage until the turret is fully deactivated after it freaks out.

and unfortunatly i havent any halflife entities. can i even get those? will they work on other peoples computers if they don't have halflife? I don't even know.

EDIT: I just had an idea involving adding a trigger parented to the turret that enables it when an enemy npc is in range, and picking up the turret disables it and the trigger. The only issue is that it will get set off inspite of a wall between them

Just when I think I understand the system, it changes on me.

Yes, they will. They're remnants of the old code left over in P2, although their model is gone. It's npc_turret_floor, give it the proper model, make it gagged and use ambient_generics to play your lines from it. It'll repair itself if picked up, and has a flag that makes it not even TRY to fire at the player. Use an ai_relationship to make it hate whatever you want, and it'll kill it if it gets in range.

Falsi sumus crusto!

I actually already have that setup, the problem is the npc_turret_floor doesn't have all the properties it is supposed to like the portal turrets. I think I would only have those proper entities files if i had halflife on my system.

Just when I think I understand the system, it changes on me.
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