Controlled Descent? [Solved]
Quote from torquestomp on May 21, 2011, 1:26 amI'm working on a campaign-ish map pack and in one scene, I want to have the player falling down an inexorably long shaft with some sight-seeing along the way.
But Chell seems to fall way faster than she does in the opening of Act 6 in SP, which makes the sight-seeing pretty horrible
. Does anyone know a good way to effectively curb the player's terminal velocity in a specified area? I've tried working with trigger_wind in an upward direction but I am not getting consistent results.
Thanks,
- torquestomp
I'm working on a campaign-ish map pack and in one scene, I want to have the player falling down an inexorably long shaft with some sight-seeing along the way.
But Chell seems to fall way faster than she does in the opening of Act 6 in SP, which makes the sight-seeing pretty horrible
. Does anyone know a good way to effectively curb the player's terminal velocity in a specified area? I've tried working with trigger_wind in an upward direction but I am not getting consistent results.
Thanks,
- torquestomp
Quote from rellikpd on May 21, 2011, 1:37 amI think in those situations they actually take control of the player, in other words you're really not playing, but rather have camera control during a scripted scene.
I've never really scripted those, but I believe if you search here for how to setup the "sleep chamber" scene from Portal 1, or just search for had to setup scripted scenes with player camera-control you should find what you're looking for.
I think in those situations they actually take control of the player, in other words you're really not playing, but rather have camera control during a scripted scene.
I've never really scripted those, but I believe if you search here for how to setup the "sleep chamber" scene from Portal 1, or just search for had to setup scripted scenes with player camera-control you should find what you're looking for.
Quote from NocturnalGhost on May 21, 2011, 2:10 amIn that particular map, they freeze the player with a player_speedmod entity, then move the whole level past you as a series of func_tracktrains, which have all the structural models parented to them.
The map is sp_a3_00, if you want to decompile it and take a look.
You can use a "point_viewcontrol" to shift control of a player's view to a camera (like in the original Portal wakeup sequence), but it is not controllable, so the player would be stuck looking where you wanted them to, rather than having the freedom to look around themselves.
In that particular map, they freeze the player with a player_speedmod entity, then move the whole level past you as a series of func_tracktrains, which have all the structural models parented to them.
The map is sp_a3_00, if you want to decompile it and take a look.
You can use a "point_viewcontrol" to shift control of a player's view to a camera (like in the original Portal wakeup sequence), but it is not controllable, so the player would be stuck looking where you wanted them to, rather than having the freedom to look around themselves.
Quote from torquestomp on May 21, 2011, 2:42 amplayer_speedmod actually accomplishes exactly what I'm looking for
I just call "ModifySpeed 0.25" and bam, drop is 4x longer.
player_speedmod actually accomplishes exactly what I'm looking for ![]()
I just call "ModifySpeed 0.25" and bam, drop is 4x longer.
