Open vrad-exe opened 1 year ago
Do not do this! Maps like F-Stop: Project Capture or the map with RPG for Portal 2 use this entities + VScripts for easy weapon recreations.
As far as I can tell you can't actually equip them, so how does that work?
Also we're not supporting f-stop recreations
Do not do this! Maps like F-Stop: Project Capture or the map with RPG for Portal 2 use this entities + VScripts for easy weapon recreations.
you can't even use these items at all, they're like TF2 hats but worse
mods make use of Base(HL)CombatWeapon for this kind of stuff, not some obscure gamestop promo entity
Also weapon_portal_base
, which is a weapon that doesn't do anything but can otherwise still be equipped and drawn as normal.
I know, but it'll cut compatibility anyway.
Do not do this! Maps like F-Stop: Project Capture or the map with RPG for Portal 2 use this entities + VScripts for easy weapon recreations.
you can't even use these items at all, they're like TF2 hats but worse
You can get them in console.
I know, but it'll cut compatibility anyway.
There's no compatibility with something that's not even usable in the base game
Can you actually point to a map that's using these rather than weapon_portal_base
etc. for custom weapons?
Can you actually point to a map that's using these rather than
weapon_portal_base
etc. for custom weapons?
https://steamcommunity.com/sharedfiles/filedetails/?id=2845817091 https://steamcommunity.com/workshop/filedetails/?id=2777615422 https://steamcommunity.com/sharedfiles/filedetails/?id=2934902806 https://steamcommunity.com/sharedfiles/filedetails/?id=2666161418
Can you actually point to a map that's using these rather than
weapon_portal_base
etc. for custom weapons?https://steamcommunity.com/sharedfiles/filedetails/?id=2845817091 https://steamcommunity.com/workshop/filedetails/?id=2777615422 https://steamcommunity.com/sharedfiles/filedetails/?id=2934902806 https://steamcommunity.com/sharedfiles/filedetails/?id=2666161418
The first and second maps on the list use weapon_cubemap and BaseHLCombatWeapon, not the gamestop weapons
Can you actually point to a map that's using these rather than
weapon_portal_base
etc. for custom weapons?https://steamcommunity.com/sharedfiles/filedetails/?id=2845817091 https://steamcommunity.com/workshop/filedetails/?id=2777615422 https://steamcommunity.com/sharedfiles/filedetails/?id=2934902806 https://steamcommunity.com/sharedfiles/filedetails/?id=2666161418
The first and second maps on the list use weapon_cubemap and BaseHLCombatWeapon, not the gamestop weapons
Are you sure ? You've check ?
Can you actually point to a map that's using these rather than
weapon_portal_base
etc. for custom weapons?https://steamcommunity.com/sharedfiles/filedetails/?id=2845817091 https://steamcommunity.com/workshop/filedetails/?id=2777615422 https://steamcommunity.com/sharedfiles/filedetails/?id=2934902806 https://steamcommunity.com/sharedfiles/filedetails/?id=2666161418
The first and second maps on the list use weapon_cubemap and BaseHLCombatWeapon, not the gamestop weapons
Are you sure ? You've check ?
certainly
ditto for punt and p2 weapon deathmatch (maps 3 and 4), both of these use weapon_cubemap and BasePortalCombatWeapon
As far as I can tell you can't actually equip them, so how does that work?
I was messing with these a few days ago to add to the fgd, lol. I noticed they would be equipped either when you gave them to yourself, or you spawned one with ent_create and walked over them. Need to use third person to see them of course
By "equip" I meant pull it out and have it as your currently active weapon, with the viewmodel drawn. That actually does seem to work though, it was behaving weirdly when I tried it last night.
Why not, remove them currently, and when the scripting system comes around, replicate their behaviour in script, so that the maps become playable again. It'd be a hack ontop of a hack, but it'd make the maps playable. There's no good reason for base Portal 2, portal 1 or HL2 to keep them.
Which component should be improved?
Entity
Describe your suggestion
Portal 2 had a set of promotional Co-op items given to those who pre-ordered the game: the Paint Job skins, the Roll Cage, and the Antenna Topper (an Aperture logo flag). However, the way these items are implemented is completely different from all the Robot Enrichment items: rather than being actual items stored in the user's inventory, they are automatically equipped if the player owns a specific DLC which was given when pre-ordering the game, as long as they don't have anything else equipped in that slot. Internally, the Paint Job skins are a secondary skin on the bots' models (whereas all the other skins use a separate copy of the model), while the Roll Cage and Antenna Topper are weapons, automatically given to the bots on spawn, with these classnames:
weapon_promo_antenna_ball
(Atlas Antenna Topper)weapon_promo_antenna_egg
(P-Body Antenna Topper)weapon_promo_helmet_ball
(Atlas Roll Cage)weapon_promo_helmet_egg
(P-Body Roll Cage)These "weapons" are completely useless in P2CE: we don't have the preorder DLC so they will never be given on spawn (I don't think?), and they aren't even useful as hacky custom weapons because the game prevents you from ever having them as your active weapon. If we do ever want to bring these items back, they should just be implemented normally using the econ system instead of through this hacky method.
Should probably also go and clean up the code which sets players to use the paint job skins.