Turrets and Outputs.
Quote from Fracture on November 29, 2012, 12:56 pmzivi7 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
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
Quote from zivi7 on November 29, 2012, 1:27 pmAccording 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.
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.
Quote from Fracture on November 29, 2012, 1:41 pmI did the model keyvalue thing and i still encounter the big blue error model :C
I did the model keyvalue thing and i still encounter the big blue error model :C
Quote from Fracture on November 29, 2012, 1:46 pmzivi7 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?
...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?
Quote from zivi7 on November 29, 2012, 2:06 pmFracture 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.
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.
Quote from Fracture on November 29, 2012, 2:21 pmwell 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
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
Quote from Fracture on November 29, 2012, 2:52 pmEDIT: thanks for the information, I will see what i can do here
EDIT: thanks for the information, I will see what i can do here
Quote from CamBen on November 29, 2012, 6:07 pmTo 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.
To fix the skin issue,
If you don't want it to fire a certain way, put a block bullets brush parented to the turret.
Aperture Science: We do our science asbestos we can!
Quote from Lpfreaky90 on November 29, 2012, 8:06 pmCamBen 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
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