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Build-A-Turret

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Build Turret. Watch things die.

Ok. So someone requested I make a custom weapon that builds turrets like the TF2 engineer. Having never played or seen TF2, I used my imagination and the limitations of SMOD coding to come up with what I figured would be a cool way to build something. So what have we got here? We've got some "functional" animations and a world model. Pliers! They were free and not cliché. The animations were the best I could come up with for what I wanted it to look like. You swing the pliers and a turret is magically spawned in an impressive display of smoke and a shower of sparks. I wanted just sparks, but that wasn't available. Spawned turrets can be walked through (by you) even after picking them up with the gravity gun, so no need to worry about knocking over your own turrets. Unlike the headcrab and manhack, turrets are actually loyal to you for more reasons than "you made it" so they don't shoot your friends for a change. Also, don't bitch about turret instability. I worked on this for hours trying to get the turrets to spawn without falling over. This is as good as it gets. It took me forever just to get them close enough to the ground. If they spawn in the air, they can fall over regardless of spawning upright! One last note before the installation instructions. I cannot guarantee this will work in any SMOD redux version until I have confirmed whether or not the problems with the headcrab are user error. If you have done everything correctly and it still doesn't work, contact the author of your version of SMOD and ask him/her why. This works in vanilla SMOD. Doesn't do anything special. Should work everywhere else. I included a sample smod_custom_explosive.txt (from SMOD 40a) which has no other edits than comments, the headcrab, and the turret. Install it manually into the scripts directory if you wish.
How To Install: 1) Extract to SMOD folder 2) Find weapon_custom99.txt (in scripts) and rename it to a slot you aren't using (1-30). 3) Edit the bucket position if you want/need to. Default is 5,18 (under bugbait). 4) Add the turret custom explosive (below) to the end of smod_custom_explosive.txt, but before the final bracket. "turret" { // Explosion spec "Damage" "0" "Radius" "0" // Entity behavior "Model" "models/gibs/manhack_gib01.mdl" "Bounce" "0" // -1:never detonate "BoundingSound" "" "Timer" "0.5" "ExplosionType" "2" // 0:none 1:fireball 2:pulse "TrailType" "0" // 0:none 1:smoke 2:fire 3:beam "EntitySpawn" { "SpawnEntity" "npc_f_turret_floor" // ClassName "SpawnCount" "1" "ThrowType" "0" // 0:Ring 1:Spherical "ThrowPower" "0" "SpawnAngle" "-90" // Ring type only } }
Credits: Animation base and models - Valve Anim edits and such - Markworth Fun Fact: I'm out of custom slots so this is probably the last of these.

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  • 1
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  • 4y
    The_eds2 avatar
    The_eds2 Offline
    Member Joined 5y
    321 points Ranked 12152nd
    Is amazing
    you can upload the weapon of opposing force that you use in the final of the video?
    Bananite
  • 7y
    ChromeLiger avatar
    Member Joined 7y
    Posted by Markworth

    Posted by ChromeLiger

    I love using this in SMOD. Not exactly like Team Fortress 2, but pretty sweet. So all you did with the model was port the physics_prop model for the pliers into a view model? Since I have ZERO knowledge of modeling (I can only make textures), I had no idea you could do that (although you did do the same thing with the Headcrab and Manhack, Im guessing). How hard is it to simply port an existing model into a view model? How do I go about doing that? If you can answer this question, I will be eternally thankful, and will give you all the cookies in the world.

    Btw, I got the hang of doing custom weapon script, it seems so easy now, thanks for your advice on how to do that. But now I do need to be able to make models.

    Research source model compiling. All it is is the waterpipe pliers replacing the grenade and compiled with generic view model actions instead of grenade actions.


    Thanks, I'm just really stupid with the whole modding scene. I can only do VTFs, basic maps, and (now) custom weapons in SMOD. But I'm getting used to it. So thank you. (BTW, your Turret Builder is AWESOME)
    Whats black and white, and red
  • 7y
    Markworth avatar
    Markworth Offline
    Member Joined 10y
    12,345 points Ranked 341st
    Posted by ChromeLiger

    I love using this in SMOD. Not exactly like Team Fortress 2, but pretty sweet. So all you did with the model was port the physics_prop model for the pliers into a view model? Since I have ZERO knowledge of modeling (I can only make textures), I had no idea you could do that (although you did do the same thing with the Headcrab and Manhack, Im guessing). How hard is it to simply port an existing model into a view model? How do I go about doing that? If you can answer this question, I will be eternally thankful, and will give you all the cookies in the world.

    Btw, I got the hang of doing custom weapon script, it seems so easy now, thanks for your advice on how to do that. But now I do need to be able to make models.

    Research source model compiling. All it is is the waterpipe pliers replacing the grenade and compiled with generic view model actions instead of grenade actions.
    Old is the new new
  • 7y
    ChromeLiger avatar
    Member Joined 7y
    I love using this in SMOD. Not exactly like Team Fortress 2, but pretty sweet. So all you did with the model was port the physics_prop model for the pliers into a view model? Since I have ZERO knowledge of modeling (I can only make textures), I had no idea you could do that (although you did do the same thing with the Headcrab and Manhack, Im guessing). How hard is it to simply port an existing model into a view model? How do I go about doing that? If you can answer this question, I will be eternally thankful, and will give you all the cookies in the world.

    Btw, I got the hang of doing custom weapon script, it seems so easy now, thanks for your advice on how to do that. But now I do need to be able to make models.
    Whats black and white, and red
  • 8y
    Markworth avatar
    Markworth Offline
    Member Joined 10y
    12,345 points Ranked 341st
    Posted by Smish132

    Nice new weapon this might be quite useful (unless i can be bothered to type Bind * "npc_create npc_f_floor_turret")
    [---]
    where did you get your gordan Freeman modle cos mine has no animations

    Czechdeath sent it to me. It's reportedly the Obsidian Conflict model, but I have no clue. I had to recompile it to make it even remotely functional.
    Old is the new new
  • 8y
    Smish132 avatar
    Smish132 Offline
    Member Joined 8y
    138 points Ranked 22313rd
    Nice new weapon this might be quite useful (unless i can be bothered to type Bind * "npc_create npc_f_floor_turret")
    [---]
    where did you get your gordan Freeman modle cos mine has no animations
    8-Bit? Hell yeah! avatar
    Mantra
    8-Bit? Hell yeah!
  • 8y
    Wat version of smod iz this? can u send me that gf model? thx!
    Who the hell created RTSBanana
  • 8y
    hunter5000 avatar
    hunter5000 Offline
    Member Joined 8y
    How can u get the gordon model mine is an error model
    Bananite
  • 8y
    Markworth avatar
    Markworth Offline
    Member Joined 10y
    12,345 points Ranked 341st
    Posted by SprayingSpray22

    Can this work with smod tactical?

    Possibly, but you'd need an open slot. For some reason no one can get this to work in redux, so it might not,
    Old is the new new
  • 8y
    Can this work with smod tactical?
    togilhah
  • 1
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