Mahalis
Newbie
- Joined
- Sep 6, 2006
- Messages
- 650
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First off, thanks to Emazing at Interlopers for the FGD itself... no idea where he got it from, but hey.
Anyhow, I've come up with a couple of tidbits from entity names, comments, and so on.
We haven't seen anything like this in the trailers - it may be one of the things that show up later in the game, or it may just not turn up at all.
About what we'd figured out from various gameplay videos; boxes that go through the sparkly force-field things just dissolve, and new ones probably get dropped out of the dispenser-things.
This one's interesting:
"Portal liquid"? Again, haven't seen anything like that. Should make for some interesting puzzles, if, for example, you have to get something out of the "space" before it gets teleported away.
Looks like we get to see something more of the aperturescience.com system... also, now we know what the weird eye-things from some of the Portal-themed Peggle Extreme levels are.
We've seen the cameras before, but apparently they can - somehow - be "dangerous". Security alerts during your escape attempt, maybe?
I'm going to have to go way-out to make any sense of this one. To me, it suggests that at some point you're poisoned - possibly with cake, possibly some other way, but it seems most fitting to me that the "cake" they've been promising is at the same time their way of cleanly disposing of you. You then are literally under the clock - you have until the "countdown" runs out to solve some super-complicated puzzle, to get to an antidote or something. Should be interesting.
Thoughts?
Anyhow, I've come up with a couple of tidbits from entity names, comments, and so on.
Code:
@PointClass base(Parentname, Targetname, Angles) studio( "models/props_bts/rocket_sentry.mdl" ) = npc_rocket_turret: "Aims a rocket at a target."
Code:
@SolidClass base(Trigger, Targetname) = trigger_portal_cleanser : "A trigger volume that disolves any entities that touch it and fizzles active portals when the player touches it."
This one's interesting:
Code:
@SolidClass base(Origin, Angles) = func_liquidportal : "A space that fills with portal liquid and teleports entities when done filling"
Code:
// Cores of GlaDOS computer. Resemble little eyeballs with handles. These play lines and look around when near the player.
@PointClass base(BasePropPhysics) studioprop() studio( "models/props_bts/glados_ball_reference.mdl" ) = prop_glados_core : "Core of GlaDOS computer."
[
CoreType(choices) : "Core Personality" : 1 : "Which personality VO set the core is set to." =
[
0 : "Curious"
1 : "Aggressive"
2 : "Crazy"
3 : "None"
]
...
Code:
@PointClass base(Targetname, Angles, Studiomodel) studio( "models/props/security_camera.mdl" ) = npc_security_camera : "Security Camera"
...
output OnDeploy(void) : "Camera is becoming active and dangerous."
output OnRetire(void) : "Camera is becoming inactive and harmless."
Code:
@PointClass base(Targetname, Angles, Parentname) studio("models/editor/axis_helper_thick.mdl") = vgui_neurotoxin_countdown : "Neurotoxin Countdown"
Thoughts?