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Crouching in vent

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.

Hah, i had exactly this problem a few months ago. :D

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"

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.)

Is the tube on the ceiling or wall?

Are you using a vacuum flange model? Turn it's collisions off maybe.

Theevina wrote:
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.)

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.

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Im blue, a Clean Christian Furry with Autism.
TheTobbell 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.

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.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

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.

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