Free Midair Movement
Quote from Brainstatic on February 28, 2012, 5:59 pmLong story short, I'm looking to allow the player to move freely in any direction within a vertical shaft. In other words, I want noclip except slower and without the ability to pass through solid brushes.
I do have an idea in which I which the player's entry into the shaft would trigger a point_clientcommand to enable sv_cheats and noclip, and lower the sv_noclipspeed. Should the player get too close to a wall, the sv_noclipspeed would be set to zero and a game_ui would disable the keys for moving in any direction but forward, until a trigger_look detected that the player is looking at the center of the shaft.
Alternatively, I could probably figure something out with tractor beams enabled and disabled by a trigger_look at the top of the shaft and one at the bottom of the shaft, but I would like to make the zero-G volume invisible. As neither of these solutions are exactly ideal, the help of anyone with a simpler solution would be appreciated.
Long story short, I'm looking to allow the player to move freely in any direction within a vertical shaft. In other words, I want noclip except slower and without the ability to pass through solid brushes.
I do have an idea in which I which the player's entry into the shaft would trigger a point_clientcommand to enable sv_cheats and noclip, and lower the sv_noclipspeed. Should the player get too close to a wall, the sv_noclipspeed would be set to zero and a game_ui would disable the keys for moving in any direction but forward, until a trigger_look detected that the player is looking at the center of the shaft.
Alternatively, I could probably figure something out with tractor beams enabled and disabled by a trigger_look at the top of the shaft and one at the bottom of the shaft, but I would like to make the zero-G volume invisible. As neither of these solutions are exactly ideal, the help of anyone with a simpler solution would be appreciated.
Quote from CamBen on February 28, 2012, 6:19 pmdeplete the gravity. then, increase the movement speed somehow
deplete the gravity. then, increase the movement speed somehow
Aperture Science: We do our science asbestos we can!
Quote from FourthReaper on February 28, 2012, 6:28 pmPerhaps you should just succumb to giving players noclip and add trigger_catapults (you know, the things in faithplates) to shoot them back from the walls. Hacky, but it'd work.
Just might want to update the wall design accordingly, though.
Also, if you don't like that idea, maybe trigger_push works with noclip. Worth a shot, right? (Or kill walls as a last resort...)
Perhaps you should just succumb to giving players noclip and add trigger_catapults (you know, the things in faithplates) to shoot them back from the walls. Hacky, but it'd work. ![]()
Just might want to update the wall design accordingly, though.
Also, if you don't like that idea, maybe trigger_push works with noclip. Worth a shot, right? (Or kill walls as a last resort...)
Quote from CaretCaret on February 28, 2012, 6:36 pmSounds like swimming almost...Just a thought.
Sounds like swimming almost...Just a thought.
"I hear voices. But I ignore them and I just carry on killing."
Quote from Lpfreaky90 on February 28, 2012, 6:57 pmCaretCaret wrote:Sounds like swimming almost...Just a thought.That sounds like a very good idea o_O
Just create your own invisible water vmt...
That should do it.@FourthReaper, you also noclip through trigger_catapults
That sounds like a very good idea o_O
Just create your own invisible water vmt...
That should do it.
@FourthReaper, you also noclip through trigger_catapults ![]()
Quote from Brainstatic on February 28, 2012, 9:53 pmCamBen wrote:deplete the gravity. then, increase the movement speed somehowThe only problem with that is that you wouldn't be able to move freely up or down. With the gravity at zero, the only way to move up would be to jump. And then you'd never come back down.
The invisible water is an excellent suggestion. I will see what I can do with that. Thank you!
The only problem with that is that you wouldn't be able to move freely up or down. With the gravity at zero, the only way to move up would be to jump. And then you'd never come back down.
The invisible water is an excellent suggestion. I will see what I can do with that. Thank you!
Quote from Spam Nugget on February 29, 2012, 3:22 amJust make sure the player doesnt drown....may want to enable god mode or something
Just make sure the player doesnt drown....may want to enable god mode or something

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Pitkakorvaa on February 29, 2012, 6:51 amlpfreaky90 wrote:That sounds like a very good idea o_O
Just create your own invisible water vmt...
That should do it.@FourthReaper, you also noclip through trigger_catapults
You can't shoot portals underwater, right? And your trigger_catapult bounces you back even you have noclip enabled.
Spam Nugget wrote:Just make sure the player doesnt drown....may want to enable god mode or somethingPlayer can't drown in Portal 1/Portal 2?
Just create your own invisible water vmt...
That should do it.
@FourthReaper, you also noclip through trigger_catapults ![]()
You can't shoot portals underwater, right? And your trigger_catapult bounces you back even you have noclip enabled.
Player can't drown in Portal 1/Portal 2?
Quote from ChickenMobile on February 29, 2012, 7:56 amI remember I made a rocket-race map for hl2dm where you had a speedmod to change the player's speed while in the water imitating noclipping.
Very sure the player can drown though.
I remember I made a rocket-race map for hl2dm where you had a speedmod to change the player's speed while in the water imitating noclipping.
Very sure the player can drown though.
Quote from CamBen on February 29, 2012, 5:20 pmbefore adding a trigger_hurt, my toxic water is perfectly safe, and I can shoot portals on the underwater surfaces.
before adding a trigger_hurt, my toxic water is perfectly safe, and I can shoot portals on the underwater surfaces.
Aperture Science: We do our science asbestos we can!







