well the script is premade by me. All it requires you to do is make the boxes have a specific name and then it's as easy as using any other output to turn on and off the script.
edit: Here is the vid i was refuring to.
[media]http://www.youtube.com/watch?v=BRGEc6KjIlI[/media]
Hmm is there anyway i can use my current thing about bringing cubes back from the future with that? I get a feeling if i bring the future version of a cube into the same time as it's past self i'll see wierd effects like both of them moving at the same time
I also need moving cubes in the future to not effect the past versions either since time doesn't work backwards like that
All you would have to do is make a logic relay, counter, or something to check different variables. All you would have to do is make it so as long as a counter is one or something then the output that triggers the script wont happen.
edit: The way i have it in the vid is if you pick up the cube the script triggers for the cube that got picked up. You could easily just make it so on pickup a counter goes up and on drop it goes down. You could also make a trigger zone where if cube is in trigger zone then same counter goes up by one. That way if cube is being held while in trigger zone then the script would activate and move the other box.
I also wonder how do one know what textures are portal-friendly or gel-friendly? Is there a list somwhere or do I have to try every texture out? :(
[QUOTE=Portalifer;30007202]I also wonder how do one know what textures are portal-friendly or gel-friendly? Is there a list somwhere or do I have to try every texture out? :([/QUOTE]
Only white textures are portal-able, any other colour won't be.
[QUOTE=Smasher 006;30007213]Only white textures are portal-able, any other colour won't be.[/QUOTE]
Thanks! And Gel? :)
[QUOTE=Portalifer;30007278]Thanks! And Gel? :)[/QUOTE]
i thought gell could go on any brush surface as long as the map allows paint in the properties
[QUOTE=turk645;30007407]i thought gell could go on any brush surface as long as the map allows paint in the properties[/QUOTE]
Weird, mine doesn't seem to get attracted by any texture even though I have set "Paint in map" to "Yes".
do you have any lights in your map? Gel doesnt show up when mat_fullbright is set to 1
[QUOTE=turk645;30008194]do you have any lights in your map? Gel doesnt show up when mat_fullbright is set to 1[/QUOTE]
Bingo! I just had them removed.
PS: You seem to have good insight, care to exlpain how to fit the chamber door in nicely? :)
Ty
[QUOTE=Portalifer;30008224]Bingo! I just had them removed.
Ty[/QUOTE]Actually if you have gel'd a surface, it will be there if you switch to fullbright! :science:
I appear to be having trouble adding any func_instances to my map
[url=http://www.majhost.com/gallery/TurboThunder/DT/func_instanceproblems.png]Help?[/url]
Also I've tried reloading Hammer so I don't know what's up with it.
[QUOTE=Itauske Roken;30009447]I appear to be having trouble adding any func_instances to my map
[url=http://www.majhost.com/gallery/TurboThunder/DT/func_instanceproblems.png]Help?[/url]
Also I've tried reloading Hammer so I don't know what's up with it.[/QUOTE]
Could be because your VMF isn't on the same disk drive as the instances.
Heck, it tends not to work even when you don't save your map in the default folder.
[QUOTE=Thingy Person;30009942]Could be because your VMF isn't on the same disk drive as the instances.
Heck, it tends not to work even when you don't save your map in the default folder.[/QUOTE]
That MIGHT be it
I have it saved on a separate drive for space issues.
Edit: Yep that was it.
[QUOTE=RJK 616;30005066]herp derp video
[media]http://www.youtube.com/watch?v=oIdP5aQKWVw[/media]
whelp, puzzles involving time travel logic are bitches to plan out, i'll say that much[/QUOTE]
Minor nitpick, but the cube you leave there as a stool should turn dirty when you go to the future.
Got my rocket turret to work using AI logic.
Rendering video, but in the mean time here's the VMF.
Turret now works dynamically.
Can fire through glass.
While it can fire through portals, it will fire at the player's real location, not relative to the portal, this isn't a gigantic problem though, you can simply just step through the portal for a second.
The logic is kinda complex, I'll explain how it works when the video is up.
[url]http://dl.dropbox.com/u/15663815/prefab_kit_rocket_turret_LOS.vmf[/url]
Not a clue how this will work in coop.
VIDEO UP:
[media]http://www.youtube.com/watch?v=bu-FQq2xk40[/media]
How exactly do video textures work?
[QUOTE=PelPix123;30015015]Gaping logic hole here. You took the cube and put it on the button, and then took the same cube in the past and put it somewhere else. Doesn't that mean it's no longer where you picked it up in the future?[/QUOTE]
Nah, My map goes on the logic that the future can be rewritten as you do things in the past, like in doctor who. And it's still a work in progress so some things won't do what they are meant to do yet
[QUOTE=RJK 616;30016410]Nah, My map goes on the logic that the future can be rewritten as you do things in the past, like in doctor who. And it's still a work in progress so some things won't do what they are meant to do yet[/QUOTE]
An easy fix would be to add a second dropper up there or simply make the one there operated by a button. You could then argue the cube you picked up in the past is some random cube that fell out of Vital Apparatus Vent or that the dropper is capable of making more then one cube.
[img]http://dl.dropbox.com/u/15663815/turret.PNG[/img]
Almost done legit rocket turrets.
[QUOTE=Untouch;30019459][img]http://dl.dropbox.com/u/15663815/turret.PNG[/img]
Almost done legit rocket turrets.[/QUOTE]
Don't quote me on this, but I'm fairly sure if you just stick the Rocket Turret model from Portal 1 in Portal 2, you can spawn the rocket turret normally.
[QUOTE=Kyo;30020825]Don't quote me on this, but I'm fairly sure if you just stick the Rocket Turret model from Portal 1 in Portal 2, you can spawn the rocket turret normally.[/QUOTE]
I just quoted you on it. Let's test it now.
[QUOTE=RJK 616;30005066]herp derp video
[media]http://www.youtube.com/watch?v=oIdP5aQKWVw[/media]
whelp, puzzles involving time travel logic are bitches to plan out, i'll say that much[/QUOTE]
The time travel cabin could be a bit larger so it fits you and a cube inside.
[QUOTE=Kyo;30020825]Don't quote me on this, but I'm fairly sure if you just stick the Rocket Turret model from Portal 1 in Portal 2, you can spawn the rocket turret normally.[/QUOTE]
Apparently it doesn't shoot if you do it that way.
[QUOTE=Untouch;30019459][img]http://dl.dropbox.com/u/15663815/turret.PNG[/img]
Almost done legit rocket turrets.[/QUOTE]
You should make it yell rick's lines when it fires at you.
Hows it going guys?
A simple question for one of you: What is the easiest way to trigger e g the player to die if he presses a certain button or opens the wrong door?
how exactly do i parent something to the player?
[QUOTE=Kaliber;30031305]how exactly do i parent something to the player?[/QUOTE]
I normally just parent it to the weapon_portalgun that spawns.
[QUOTE=Kaliber;30031305]how exactly do i parent something to the player?[/QUOTE]
Make a trigger around the player,
OnStartTouch SetParent !activator with no delay
OnStartTouch SetParentAttachment forward with a delay of .02 seconds.
Anyone know the name of the water texture used in the first laser chamber?
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