Portal 2 > General Discussions > Topic Details
waw642 Aug 6 @ 2:16pm
Turret Dispensers?
does anyone know how in hammer, to make turret dispensers like from wheatleys failed death trap with all the defective turrets?
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TeamSpen210 Aug 6 @ 2:59pm 
Place some vactubes/cubedropper models in your map. If you're using the vactube_flange or vaccuum_entrance model disable collisions on it, otherwise objects will get stuck. Place a turret inside and name it (a bit high up so the player won't see it spawn). If you want it to be defective set "load defective models" to true, change the model selector to the one you want and set it to be out of ammo. Put down a point_template, and add each turret's name to the list.

Now you can trigger the ForceSpawn input on the template to make them drop. If they fall over you could make a square "shaft" out of the clip texture, and tie it to a func_clip_vphysics. Make sure there's a bit of space around it. A second or so after the ForceSpawn input triggers (so they'll have landed) disable the clip so the player can knock them over.

If you want to use a cubedropper model set "hold animations" to yes, then send a SetAnimation with a parameter of "item_dropper_open" to make the iris open. Trigger this much earlier for turrets as compared to cubes, since it should be open already when the turret falls through the gap.

If you want you can decompile sp_a4_finale2 to look at the actual turret trap. The room is actually outside the main map, but connected with worldportals. Follow the lines drawn through the map to find it.
Last edited by TeamSpen210; Aug 6 @ 3:01pm
waw642 Aug 6 @ 3:07pm 
Thank you! but one question, do you put the turret in the cube dropper itself and when it opens the turret will fall?
Last edited by waw642; Aug 6 @ 3:09pm
TeamSpen210 Aug 6 @ 10:30pm 
Any items in the point_template's list will be deleted from the map, but saved so they can be recreated when ForceSpawn is triggered. It's used to allow normal cubedroppers to endlessly replace cubes, but here it makes sure the turret won't fall over or do anything before you enter the room. You can do it that way, but I think it'd look better if the dropper opens before the turret falls through.
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Date Posted: Aug 6 @ 2:16pm
Posts: 3