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Implementing a "wake up" camera sequence

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Fracture wrote:
yeah, locating it is what i am having a problem with @_@

It's in the global_ents instance. Just edit the instance, find the game_text entities, and change them. Save the global_ents as something else.

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What? No I already know how to change it ....WHERE is it so i can change?! My retard browser can't find fuck all in my programs, all it knows is friggen documents. And I don't even see where it is hiding in the elevator room or shaft. Is it by the door? the screen? the tubes in the shaft? It's playing goddamn Hide'n'Seek and I don't like it. >:c

Just when I think I understand the system, it changes on me.

I believe the global_ents instance is a cubic instance separate to the elevator instances. I usually keep it near the elevators, but I don't know where you might have put it in your map...

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found it .... but I found no such parameter. I did however figure out how to remove what i wanted to change and i will just put together my own credits. :]

Just when I think I understand the system, it changes on me.

Your problems emerge from the fact that the "end of playtest"-text is neither located in the Global_ents nor in the elevator, but in the arrival_departure_transition.

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Just when I think I understand the system, it changes on me.

Hey!

I was wondering if it is possible to do this in the middle of the map. In other words not at start of the map.
I want this to happen when the character falls and hits himself.

The best way to implement this is to use an env_fade when the player hits the ground so then you can start the wake up sequence. As long as the player is in the general area that you black out, it will seem believable.

In the instances I posted on the first page (correct me if I'm wrong as it was around a year ago) come with a black room with a point_teleport. Teleport the player to this room when the fade finishes 'fading in' and then trigger the wakeup sequence.

The black room is used so then the two fades aren't noticeable from fadein to fadeout.

I suggest you open the instances to see how they work.

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I don't understand why you have to teleport you character into a different room. I haven't done that and once the camera sequence is done I have a trigger which kills it but my character gets stuck and can't move or look around or do anything

I didn't actually put in the output to disable the camera once the sequence has finished, therefore here is some updated instances and an example map.

Spoiler
You didn't even open the instance did you?

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