Please or Register to create posts and topics.

Turrets and Outputs.

PreviousPage 3 of 5Next
zivi7 wrote:
Click on "SmartEdit" in the upper right corner. New buttons will appear.

YOU JUST BLEW MY MIND!!!! O_O

And it looks like I am getting more problems piled on top of the ones i had.

all I need is a portal2 turret that can repair itself, and fire at other turrets. I don't want combine turrets

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

According to the VDC, Portal 2 turrets don't repair themselves, but combine turrets do. So what you are doing is using a combine turret disguised as Portal turret. As I said, it does reactivate when placed upright again and it does shoot other turrets.

So you don't have new problems ontop of anything, there are just a few new obstacles in the way while a good part of what you wanted is already accomplished.

To do: fix random skin (or live with it as it just appears painted but doesn't act bouncy), make it hurt the player (if that is even needed), find a way to make it easier to place it upright again.

I did the model keyvalue thing and i still encounter the big blue error model :C

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

Yeah, in Hammer. But it will be a Portal turret ingame.

zivi7 wrote:
Yeah, in Hammer. But it will be a Portal turret ingame.

...same problem...error box

EDIT: nevermind, entity got reset somehow, it works now. WEIRD THING THOUGH!! using a backwards turret model makes it fire backwards AND forwards. It is literally firing in both directions now. But for some reason it wont kill the enemy turrets like i wanted. I tried a hidden func_breakable and it wont even break, I tried a func_physbox but it always breaks up into gibs despite not having any set.

any ideas on that one?

Just when I think I understand the system, it changes on me.
Fracture wrote:
But for some reason it wont kill the enemy turrets like i wanted.

What did you want as a result? When I tried using the normal turret model, the bullets just pushed the enemy turret till it tipped over.

edit: My combine turret with the normal - not backwards - Portal turret model destroys a func_breakable with the FX amount set to 0. So if needed you should be able to get a different destruction triggered this way.

well i was using the backwards turret to fire behind itself, have the portals in place to redirect turret fire and fire at the enemy turret, which i now realise while typing this i had set to motion disabled :s, fired at a physbox that upon breaking set the turret to selfdestructimmediately.

Now that it fires in both directions, it seems that test element i was going for is going to change somehow

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

EDIT: thanks for the information, I will see what i can do here

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

To fix the skin issue,

CamBen wrote:
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.

If you don't want it to fire a certain way, put a block bullets brush parented to the turret.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!
CamBen wrote:
To fix the skin issue,

CamBen wrote:
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.

If you don't want it to fire a certain way, put a block bullets brush parented to the turret.

I'd go for BLOCK_LOS; block_bullets will block bullets; but they'll be fired; with block los they won't even be fired :)

PreviousPage 3 of 5Next