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Turrets and Outputs.

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I think he's saying that when it sees something in front of it, it fires in both directions.

Falsi sumus crusto!

MASSIVE EDIT:

So apparently this whole time what i thought was the backwards combine/portal backwards turret firing in both directions turned out to be the enemy returning fire and hitting me. The backwards turret was just showing the muzzle flash it normally did to start off with.

new problem i encountered is when this makeshift turret falls over it spams an error sound, screaming fiddlesticks nonstop! the console mentions this.

CSoundEmitterSystemBase::GetParametersForSound: No such sound NPC_FloorTurret.AlarmPing
CSoundEmitterSystemBase::GetParametersForSound: No such sound Error

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

Define that sound to NULL.wav in a new soundscript, that'll disable it.

Falsi sumus crusto!
FelixGriffin wrote:
Define that sound to NULL.wav in a new soundscript, that'll disable it.

I think that shouldn't be necessary and that something else is wrong. I don't get the fiddlesticks error. The turret (doesn't matter if normal or backwards - though personally I wouldn't use backwards because of the firing animation pointing in the wrong direction) tips over, makes the alarm sound, fires a bit and shuts down.

Did you place a normal npc_portal_turret_floor in the map so the game could preload particles and sounds from that one to use on the fake one?

yeah there are 2 normal turrets and they function normally, but the combine/portal turret is acting all weird. The animation does make it look weird and i may have to change something for that.

Edit: I'm going to just start from scratch by removing all turrets. perhaps i can execute the friendly turrets firing by keeping it disabled, but have strategically placed triggers and relays that tell the turret to firebullets at specific physboxes, exploding enemy turrets, and turn off the firing triggers.

EDIT: OMG WORKS PERFECTLY, The backwards turret never spazes out when knocked over and the triggers and filters set off the backwards turret perfectly. It even aims correctly. It may get a little tedious setting up triggers and filters, but when isn't hammer tedious? This is everything i need. Thanks for all the information

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

IS IT NORMAL FOR INACTIVE TURRETS TO BE FIRE-PROOF? O_O

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

Is it a Combine turret or a Portal turret? (In entity, not in model.)

Combine ones never burn, Portal ones only burn when upright (if they're shut off they never will again).

Falsi sumus crusto!

It's just a normal portal turret.

I can say for certain that I have destroyed many turrets using lasers that were both active, and deactivated, standing, and laying down, gagged, ungagged, skin, no skin, normal model, defective, boxed, and backwards.

The only time they did not explode was when they were disabled, via input and/or flagged as inactive. They just smoldered for awhile until the flame died out I even did a test map to see if this was true. I just wanted to see if that was normal.

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

Well, if that is the turret that you will be rescuing, you wouldn't want the player to explode it, right?

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Aperture Science: We do our science asbestos we can!

True enough

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