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Turrets and Outputs.

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wow, this was useful to me too! never mapped for hl2 or portal 1, so, i didn't really know :lol:

also, the turret would be broken, so it wouldn't have to be able to do everything.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!

The only thing missing is the model, if it's in the FGD. Look over on the VDC for information. FGDs aren't shared, so having HL2 wouldn't even be able to change anything.

Falsi sumus crusto!

well i really didn't want to use the hl2 turrets, is it possible to use the portal 2 turrets with that entity?

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

Sure, just set the model to whatever you want. The AI is exactly the same, with 3 exceptions:
- Combine turrets can be reactivated.
- Portal turrets can be blue-gelled.
- Combine turrets are fire-resistant.

Falsi sumus crusto!

dude, wut? I don't think this is right here.

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

That's because it's trying to use the default model. Make a prop_dynamic of a Portal turret, turn SmartEdit off, copy the studio keyvalue, and put it on the Combine one.

Falsi sumus crusto!

Nice, Felix, that's good to know.

Before this ends like last time:

Place a npc_turret_floor. Double click it. Click on "SmartEdit" in the upper right corner. New buttons will appear. Click on "Add". Where it asks for "Key", type "model" without quotation marks. Where it asks for "value", type "models/npcs/turret/turret.mdl" without quotation marks. Click on "SmartEdit" again. Now you should see the options you saw before plus the model you just set.

The only problem now is: When the turret is firing, the screen goes red with missing tracers that aren't precached.

zivi7 wrote:
Before this ends like last time:

LOL

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

I was wrong, sorry!

First of all, to get rid of the tracer problem, just place a normal portal turret somewhere in the map. This way, those effects get loaded and can be used by the makeshift HL2 turret as well.

However, I couldn't get the HL2 turret to hurt the player. It does activate and shoot, but the player doesn't get hurt. I didn't realize this was this way because of the redness of the missing particles earlier.

When you set the HL2 turret to Citizen friendly, it automatically engages normal Portal turrets, you don't even need to set the ai_relationship.

But: When tipped over, the turret still shuts down and doesn't set upright again when you pick it up. Only when you use edges in the world to fiddle with the model so that it is set upright while you hold it, the turret activates again.

I tried adding Preferred Player-carry angles to the key values to fix this, but I either did something wrong or it doesn't work. The ingame turret ignored the angles I wanted to set.

edit: One more problem: The HL2 turret has a key value for the skin number just like the normal Portal turret. Both values have the description that leaving this value at 0 means that the skin gets chosen randomly. While the normal portal turret uses the white standard skin with the number 0, the HL2 turret really takes a random skin - so it randomly appears speed or bounce gel painted.

You could hex edit a turret/backwards turret to have all of its skins as skin 0, so all the random skins are the same.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!
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