Crouching in vent
Quote from Theevina on November 28, 2013, 9:50 amA part in one of my maps involves a vent crawl but despite being 48 units high the player still won't fit. I am disappointed. How high does it have to be? Or is there some way to temporarily allow crouching through small areas? One easter egg in the main game involves going through a hole.
A part in one of my maps involves a vent crawl but despite being 48 units high the player still won't fit. I am disappointed. How high does it have to be? Or is there some way to temporarily allow crouching through small areas? One easter egg in the main game involves going through a hole.
Quote from User on November 28, 2013, 10:02 amHah, i had exactly this problem a few months ago.
Just put a Trigger_multiple (if the player can go more than once into the tube) in front of the entrance of the tube, and send with it an Output to a Client-Command "OnStartTouch -> Client_Command_name -> Command -> +duck "
And at the exit with " -duck"
Hah, i had exactly this problem a few months ago.
Just put a Trigger_multiple (if the player can go more than once into the tube) in front of the entrance of the tube, and send with it an Output to a Client-Command "OnStartTouch -> Client_Command_name -> Command -> +duck "
And at the exit with " -duck"
Quote from Theevina on November 28, 2013, 10:34 amThanks for the help
But unfortunately all that happens is it forces me to crouch and I'm still unable to fit into the vent.
If this works for you then is it because duck-jump doesn't work in Portal 2? I'm trying to get onto a row of filing cabinets by jumping up from a cube. (I must be thinking with HL2 instead of portals.)
Thanks for the help
But unfortunately all that happens is it forces me to crouch and I'm still unable to fit into the vent.
If this works for you then is it because duck-jump doesn't work in Portal 2? I'm trying to get onto a row of filing cabinets by jumping up from a cube. (I must be thinking with HL2 instead of portals.)

Quote from tile on November 28, 2013, 9:18 pmTheevina wrote:Thanks for the helpBut unfortunately all that happens is it forces me to crouch and I'm still unable to fit into the vent.
If this works for you then is it because duck-jump doesn't work in Portal 2? I'm trying to get onto a row of filing cabinets by jumping up from a cube. (I must be thinking with HL2 instead of portals.)
duckjumping is disabled in portal 2. theres a command to eneble it, but it doesnt work. sorry, looks like you need to raise the ceiling a bit.
But unfortunately all that happens is it forces me to crouch and I'm still unable to fit into the vent.
If this works for you then is it because duck-jump doesn't work in Portal 2? I'm trying to get onto a row of filing cabinets by jumping up from a cube. (I must be thinking with HL2 instead of portals.)
duckjumping is disabled in portal 2. theres a command to eneble it, but it doesnt work. sorry, looks like you need to raise the ceiling a bit.
Quote from Theevina on November 28, 2013, 10:48 pmTheTobbell wrote:Is the tube on the ceiling or wall?Wall, but not on the floor level.
tile wrote:duckjumping is disabled in portal 2. theres a command to eneble it, but it doesnt work. sorry, looks like you need to raise the ceiling a bit.I was afraid of that. Guess I'll have to find a creative workaround.
Wall, but not on the floor level.
I was afraid of that. Guess I'll have to find a creative workaround.

Quote from TeamSpen210 on November 29, 2013, 1:17 amYou could make the area above the vent non-solid with a func_brush and a vphysics clip so the player can pass through! then add a trigger to force them to duck. You'd also want a logic_playerproxy to TouchTest the trigger OnUnDuck, with an output on the trigger OnTouching to send the +duck command (as well as the onStartTouch/onEndTouch outputs). This will make sure pressing the crouch button won't undo the clientcommand.
You could make the area above the vent non-solid with a func_brush and a vphysics clip so the player can pass through! then add a trigger to force them to duck. You'd also want a logic_playerproxy to TouchTest the trigger OnUnDuck, with an output on the trigger OnTouching to send the +duck command (as well as the onStartTouch/onEndTouch outputs). This will make sure pressing the crouch button won't undo the clientcommand.
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- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from srs bsnss on November 29, 2013, 4:43 amYeah, like above, make the vent non-solid and create boundaries with player clips and vphysics clips. It'll probably work well enough for purpose.
Yeah, like above, make the vent non-solid and create boundaries with player clips and vphysics clips. It'll probably work well enough for purpose.