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Why can't Turrets shoot through portals?
This is intentional and by design. During the game's development, turrets could shoot through portals. This led to several bad experiences where playtesters would place a portal and then instantly get mowed down by bullets from an unseen direction. It often wasn't clear to players that it was a result if something they had done, and it really interfered with puzzle-solving. Changing it so that turrets can't shoot through portals helped a lot, and allowed for better puzzles in general.
Note: If you want turrets to shoot through portals, open up [Steam]/steamapps/common/portal 2/sdk_content/maps/instances/p2editor/turret.vmf in a text editor, find the turret object, and change the "fire through portals" value from 0 to 1.
However, if you want to make turrets shoot through portals, set fire through portals to "Yes" (with SmartEdit) or 1 (without SmartEdit).
If your not confident experimenting in this way, then don't experiment in this way! mistakes could mess up your game.
As Toncica says find the ' turret.vmf ' file usually:
Program Files/Steam/steamapps/common/portal 2/sdk_content/maps/instances/p2editor/turret.vmf
Open a text editor program of your choice 'Notepad' is the first one that comes to my mind, but any text editor should do the trick.
Then drag and drop the ' turret.vmf ' onto the text editor window to open it
versioninfo
{
"editorversion" "400"
"editorbuild" "5685"
"mapversion" "13"
"formatversion" "100"
"prefab" "0"
}
visgroups
{
}
viewsettings
{
"bSnapToGrid" "1"
"bShowGrid" "1"
"bShowLogicalGrid" "0"
"nGridSpacing" "8"
"bShow3DGrid" "0"
}
world
{
"id" "1"
"mapversion" "13"
"classname" "worldspawn"
"detailmaterial" "detail/detailsprites"
"detailvbsp" "detail.vbsp"
"maxblobcount" "250"
"maxpropscreenwidth" "-1"
"skyname" "sky_black_nofog"
}
entity
{
"id" "4"
"classname" "point_template"
"spawnflags" "2"
"targetname" "template_turret"
"Template01" "turret"
"origin" "0 0 8"
editor
{
"color" "220 30 220"
"visgroupshown" "1"
"visgroupautoshown" "1"
"logicalpos" "[0 0]"
}
}
entity
{
"id" "18"
"classname" "logic_relay"
"targetname" "@relay_spawn_3"
connections
{
"OnTrigger" "template_turretForceSpawn0-1"
}
"origin" "0 0 24"
editor
{
"color" "220 30 220"
"visgroupshown" "1"
"visgroupautoshown" "1"
"logicalpos" "[0 500]"
}
}
entity
{
"id" "2"
"classname" "npc_portal_turret_floor"
"AllowShootThroughPortals" "0"
"angles" "0 180 0"
"CollisionType" "0"
"DamageForce" "1"
"DisableMotion" "0"
"Gagged" "0"
"LoadAlternativeModels" "0"
"ModelIndex" "0"
"PickupEnabled" "1"
"SkinNumber" "0"
"spawnflags" "32"
"targetname" "turret"
"TurretRange" "1024"
"UsedAsActor" "0"
"UseSuperDamageScale" "0"
"origin" "0 0 -61"
editor
{
"color" "220 30 220"
"visgroupshown" "1"
"visgroupautoshown" "1"
"logicalpos" "[0 0]"
}
}
cameras
{
"activecamera" "-1"
}
cordons
{
"active" "0"
}
entity
{
"id" "2"
"classname" "npc_portal_turret_floor"
"AllowShootThroughPortals" "0"
"angles" "0 180 0"
"CollisionType" "0"
"DamageForce" "1"
"DisableMotion" "0"
"Gagged" "0"
"LoadAlternativeModels" "0"
"ModelIndex" "0"
"PickupEnabled" "1"
"SkinNumber" "0"
"spawnflags" "32"
"targetname" "turret"
"TurretRange" "1024"
"UsedAsActor" "0"
"UseSuperDamageScale" "0"
"origin" "0 0 -61"
editor
{
"color" "220 30 220"
"visgroupshown" "1"
"visgroupautoshown" "1"
"logicalpos" "[0 0]"
}
}
1.simply change 0 to 1, then save the file.
2.build and publish your map
3.open again, change back to 0 and save, when you want regular turrets again
In theory it should work, but I've never tried changing .vmf files like this before
BE SURE TO 'BACK UP' THE ORIGINAL FILE BEFORE YOU MESS WITH IT.
IF YOU FEEL NERVOUS ABOUT DOING THIS THEN DONT DO IT!!!
sorry for shouting but please, be very careful. And if you do make a mistake, please dont blame me. You mess with your own game files at your own risk.
http://i.imgur.com/LlnkHO6.png
There goes a simpler way.
http://steamcommunity.com/sharedfiles/filedetails/?id=261757031
For Hammer maps
Sure , you can edit the turrets in hammer, its really not hard to do.
For PeTI maps
In this case changing 1 number in a text file with notepad, seems faster and much more simple than exporting and editing in hammer. Its also what valve suggest you do:)