automatic player-movement
Quote from Leon on November 7, 2012, 6:31 amyes I have done that, but when I remove the parent connection, the helper just dont rotate with the panel, so that the helper works only for one angle position. But then the portal at the 0? position still stays after rotating the panel. When I hide the placement helper, the portal disappears as normal.
yes I have done that, but when I remove the parent connection, the helper just dont rotate with the panel, so that the helper works only for one angle position. But then the portal at the 0? position still stays after rotating the panel. When I hide the placement helper, the portal disappears as normal.

Quote from josepezdj on November 7, 2012, 6:42 amLeon, I just don't get it boy
You need to parent the helper to the panel and to don't remove that parentness (why would you?)... Just enable-disable the triggers and the playerclip textured func_brush, but leave the rest as it is.
Leon wrote:May I add you in steam and send you the hammer-file? I will write a PM to you. ^^Dude, it is not that I don't want to, really, but I've already got so many friends on steam asking for help that I use to map offline in order to be able to get my job done
I hope you'll kindly understand
Leon, I just don't get it boy You need to parent the helper to the panel and to don't remove that parentness (why would you?)... Just enable-disable the triggers and the playerclip textured func_brush, but leave the rest as it is.
Dude, it is not that I don't want to, really, but I've already got so many friends on steam asking for help that I use to map offline in order to be able to get my job done I hope you'll kindly understand
Quote from Leon on November 7, 2012, 7:10 amjosepezdj wrote:Leon, I just don't get it boyYou need to parent the helper to the panel and to don't remove that parentness (why would you?)... Just enable-disable the triggers and the playerclip textured func_brush, but leave the rest as it is.
Leon wrote:May I add you in steam and send you the hammer-file? I will write a PM to you. ^^Dude, it is not that I don't want to, really, but I've already got so many friends on steam asking for help that I use to map offline in order to be able to get my job done
I hope you'll kindly understand
oh ok sure, I kindly understand. Maybe there is a person, in your friend list, who learned from you and does not have so many friends asking for help as you have?
I will transfere my experiences too, when I gathered it, promised.
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I removed the parentness only for testing whether it is causing the air portals (it does not).
Which trigger can I disable, so that the air portal disappears? It does not help to disable the placement helper, if the portal was already placed.

Dude, it is not that I don't want to, really, but I've already got so many friends on steam asking for help that I use to map offline in order to be able to get my job done I hope you'll kindly understand
oh ok sure, I kindly understand. Maybe there is a person, in your friend list, who learned from you and does not have so many friends asking for help as you have? I will transfere my experiences too, when I gathered it, promised.
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I removed the parentness only for testing whether it is causing the air portals (it does not).
Which trigger can I disable, so that the air portal disappears? It does not help to disable the placement helper, if the portal was already placed.

Quote from josepezdj on November 7, 2012, 7:26 amLeon wrote:Which trigger can I disable, so that the air portal disappears? It does not help to disable the placement helper, if the portal was already placed.My point was: if you have the info_placement_helper parented to the flipping panel, it will move with the flipping panel, from 30? to 0?... I bet it's impossible that a portal stays in midair... unless you introduced the command allow_mobile_portals 1 in the console
Did you?
My point was: if you have the info_placement_helper parented to the flipping panel, it will move with the flipping panel, from 30? to 0?... I bet it's impossible that a portal stays in midair... unless you introduced the command allow_mobile_portals 1 in the console Did you?
Quote from Leon on November 7, 2012, 7:39 amThe info_placement_helper does not move, because it is at the same position as the rotation axis of the panel. It only rotates. I set it up this way, so that the center of the portalable tile from the panel is for both angles in one line with the center of the portable tile at the ceiling. But I guess I dont need that set up anymore because the no-clip tunnel is triggered now anyways. I will try it with a normal panel again, thx!
edit: yes it worked ^^
So, we learned: portals stay if the placement helper is placed in the rotation axis
The info_placement_helper does not move, because it is at the same position as the rotation axis of the panel. It only rotates. I set it up this way, so that the center of the portalable tile from the panel is for both angles in one line with the center of the portable tile at the ceiling. But I guess I dont need that set up anymore because the no-clip tunnel is triggered now anyways. I will try it with a normal panel again, thx!
edit: yes it worked ^^
So, we learned: portals stay if the placement helper is placed in the rotation axis

Quote from josepezdj on November 7, 2012, 8:48 amAs far as I understood your map, for the intended solution you don't really need the helper aligned to the ceiling panel when the flipping panel is at 0? position, right? If so, you'll only need to know where to place the info_placement_helper so that when it opens (at 30?) coincides with the info_placement_helper on the ceiling, right? Well, I think I now understand your technical difficulties
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Try this: go to the prop_dynamic properties of your flipping panel, go to "model" tab and set it to idle_open or something similar so you can have the model in hammer open and stopped. Now you should manually move the panel and get it near the amrs' panels until reaching more or less the possition the panel would have in game; do your best to align it it the more precisely possible (lower the grid scale to 1
)... now place the info_placement_helper touching the panel's portalable surface and in the desired position (according to thee upper portalable panel. Now select both the flipping panel and the helper and hit Ctrl+G to group them. Finally return the panel to its horizontal orignal position.
I hope that helps out!
EDIT
Lol... if I would have known you already managed it I wouldn't have written all that above!!
As far as I understood your map, for the intended solution you don't really need the helper aligned to the ceiling panel when the flipping panel is at 0? position, right? If so, you'll only need to know where to place the info_placement_helper so that when it opens (at 30?) coincides with the info_placement_helper on the ceiling, right? Well, I think I now understand your technical difficulties
Try this: go to the prop_dynamic properties of your flipping panel, go to "model" tab and set it to idle_open or something similar so you can have the model in hammer open and stopped. Now you should manually move the panel and get it near the amrs' panels until reaching more or less the possition the panel would have in game; do your best to align it it the more precisely possible (lower the grid scale to 1 )... now place the info_placement_helper touching the panel's portalable surface and in the desired position (according to thee upper portalable panel. Now select both the flipping panel and the helper and hit Ctrl+G to group them. Finally return the panel to its horizontal orignal position.
I hope that helps out!
EDIT
Lol... if I would have known you already managed it I wouldn't have written all that above!!
Quote from Leon on November 7, 2012, 4:52 pmAwww I edited the post few minutes after posting but you were just tooooo fast ^^'
Ok finnaly I am done, now the map name fits rather for creating it then for playing it lol. I did that last jump 150-200 times and adjusted the brushes over 30 times...
Maybe I would not have started that, if i had knew that before, but once I started I took it personal >.<But now I am really happy that it finnaly works. Thanks a lot
![]()
If you want to test the result, here you gohttp://steamcommunity.com/sharedfiles/f ... =105851352
I will check out your futuristic mod for sure!
cheers
Awww I edited the post few minutes after posting but you were just tooooo fast ^^'
Ok finnaly I am done, now the map name fits rather for creating it then for playing it lol. I did that last jump 150-200 times and adjusted the brushes over 30 times...
Maybe I would not have started that, if i had knew that before, but once I started I took it personal >.<
But now I am really happy that it finnaly works. Thanks a lot
If you want to test the result, here you go http://steamcommunity.com/sharedfiles/f ... =105851352
I will check out your futuristic mod for sure!
cheers

Quote from josepezdj on November 7, 2012, 6:48 pmGood job Leo
I recorded a solution video for you:
[spoiler]rCe8VRzB6Hg[/spoiler]
I liked the usage of the flipping panels and portals [spoiler]to get that angled fling[/spoiler]. You might use that for more complex and bigger maps!Cheers!
Good job Leo I recorded a solution video for you:
I liked the usage of the flipping panels and portals
