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  #1  
Old 04-26-2011, 12:19 PM
Marco Marco is offline
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Default [Mod] Portal turret

This mod contains turret from game "Portal". You can either use it as a buy-able weapon from trader that you can deploy to fend off zeds, or as a mapping tool to kill players (or zeds).

For normal KF:
- Use Custom Shop Mutator to add to trader (KFPortalTurret.PTurretPickup).
- Edit server KillingFloor.ini and find line "ServerPackages" and add a new line for "ServerPackage=KFPortalTurret".

For mapping:
- Do not place the turret actors directly in map.
- Use Triggers > TurretSpawnPoint, and trigger it to spawn turret there.

Configurations (KFPortalTurret.ini, only for ones you buy from trader):
HitDamages=5
Per hit damage for the turret minigun.

TurretHealth=400
Total amount of hitpoints for the turret.

bStationaryTurret=False
If enabled, use stationary turrets, ones which can't be tipped over by the zeds.
Download from here.
Download source codes from here.

Screenshots:
Coming soon (I know, I'm lazy with these)...

Last edited by Marco; 10-25-2011 at 07:09 AM. Reason: Added source codes link
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  #2  
Old 04-26-2011, 12:26 PM
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halbridious halbridious is offline
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Epic man, thx!
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  #3  
Old 04-26-2011, 05:01 PM
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I love this turret thanks! Everything about it is just like it is in Portal. Very great job.

Just one thing I wanted to point out. After the turret is bought, in the trader it says the ammo for the turret is 5/5. I can only place one down, just wanted to point that out. Again great work!
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  #4  
Old 04-26-2011, 05:40 PM
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Marco, again with some outstanding work. I was really hoping someone was going to do this, I didn't want to see them sat there going to waste.
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  #5  
Old 04-26-2011, 07:48 PM
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O.O everything is lining up perfectly

If Chell is modded in as well, then perhaps we'll be seeing Portal-based servers (Chell+Portal Gun+Turrets and Aperture is a popular map)
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  #6  
Old 04-26-2011, 10:32 PM
Gooblaster Gooblaster is offline
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Is there a chance you could post the source and files?
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  #7  
Old 04-26-2011, 10:47 PM
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Excalibolg Excalibolg is offline
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Quote:
Originally Posted by Gooblaster View Post
Is there a chance you could post the source and files?
Just decompile it o.o
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  #8  
Old 04-27-2011, 12:14 AM
Gooblaster Gooblaster is offline
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Quote:
Originally Posted by Excalibolg View Post
Just decompile it o.o
The animations and stuff are missing if i decompile...

I need them too if im going to recompile it
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  #9  
Old 04-27-2011, 12:48 AM
mooarchanox mooarchanox is offline
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Quote:
Originally Posted by Gooblaster View Post
The animations and stuff are missing if i decompile...

I need them too if im going to recompile it
try creating extended mutator instead of decom.-recom. the original

ps. for the time being ...

Last edited by mooarchanox; 04-27-2011 at 12:55 AM.
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  #10  
Old 04-27-2011, 01:00 AM
Gooblaster Gooblaster is offline
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Quote:
Originally Posted by mooarchanox View Post
try creating extended mutator instead of decom.-recom. the original

ps. for the time being ...
Okay, thanks for the tip, i never thought of that
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  #11  
Old 04-27-2011, 01:26 AM
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also, I hate to ask it from you, Marco, after all you've done, but if it isn't already in there, would it be possible to include the turret sounds? You know, how they say things occasionally like "Hello" "Goodnight" "Anyone there", which makes them dangerously adorable. It's okay if you can't, but if you can it would really make the cake (pun unintended)
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  #12  
Old 04-27-2011, 02:43 AM
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Quote:
Originally Posted by timur View Post
also, I hate to ask it from you, Marco, after all you've done, but if it isn't already in there, would it be possible to include the turret sounds? You know, how they say things occasionally like "Hello" "Goodnight" "Anyone there", which makes them dangerously adorable. It's okay if you can't, but if you can it would really make the cake (pun unintended)
they already say that
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Old 04-27-2011, 02:49 AM
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Quote:
Originally Posted by RoBoT View Post
they already say that
excellent .

sorry for my pre-emptive comment, I was mid-download and wrongly suscpected a lack of turret-isms

(and I'm still trying to figure out how the whole trader thing works in solo, but thats a whole other story)
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Last edited by timur; 04-27-2011 at 02:51 AM.
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  #14  
Old 04-27-2011, 05:01 AM
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Excellent work! I like it! Thanks! How about add possibility to repair turret by welding?
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Old 04-27-2011, 11:24 AM
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Quote:
Originally Posted by timur View Post
excellent .

sorry for my pre-emptive comment, I was mid-download and wrongly suscpected a lack of turret-isms

(and I'm still trying to figure out how the whole trader thing works in solo, but thats a whole other story)
well for me, I checked them without using custom trader mutator
I used cheats on solo to see them

enablecheats

summon kfportalturret.pturretpickup

but seems specimens doesn't attack them, atleast my custom specimens cant
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Last edited by RoBoT; 04-27-2011 at 11:25 AM.
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  #16  
Old 04-28-2011, 01:23 AM
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Quote:
Originally Posted by RoBoT View Post
well for me, I checked them without using custom trader mutator
I used cheats on solo to see them

enablecheats

summon kfportalturret.pturretpickup

but seems specimens doesn't attack them, atleast my custom specimens cant
Wich customs were you using?
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  #17  
Old 04-28-2011, 05:07 AM
mooarchanox mooarchanox is offline
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this sentry guy works fine for me using custom shop, it is targeted by zeds including all custom zeds.
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  #18  
Old 04-28-2011, 07:04 AM
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i find that they only target it if it is between you and them and they acctaully run into it, otherwise it seemed to be untouched.
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Old 04-28-2011, 07:05 AM
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Here are some screens:

http://steamcommunity.com/profiles/7...21526551223575

http://steamcommunity.com/profiles/7...1526551218206/?

http://steamcommunity.com/profiles/7...1526551229525/?
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  #20  
Old 04-28-2011, 06:44 PM
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Lacedaemonius Lacedaemonius is offline
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Why for the love of god why can you only put down one turret
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Last edited by Lacedaemonius; 04-28-2011 at 06:44 PM. Reason: ITS A CRIME AGAINST HUMANITY
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