Making a "usable" chair?
Quote from MissStabby on July 14, 2011, 5:05 ami'm thinking about creating a scene where the player has to sit down in a chair, and then the chair gets moved by some robot arms as a funny way of transportation.
Though how do i create a chair that i can use, so that on "use" the camera smoothly transports itself to the viewpoint of the chair and then stays "parented" to the chair until the player exits the chair.
In the end it should work similar to how the "combine transport pods" work,
like this one:
i'm thinking about creating a scene where the player has to sit down in a chair, and then the chair gets moved by some robot arms as a funny way of transportation.
Though how do i create a chair that i can use, so that on "use" the camera smoothly transports itself to the viewpoint of the chair and then stays "parented" to the chair until the player exits the chair.
In the end it should work similar to how the "combine transport pods" work,
like this one:
Spotlighted and over 9000 downloads!!! SP_Angrybombs
Here's my youtube & deviantart
Quote from Skotty on July 14, 2011, 7:50 amYou could create a point_viewcontrol following a path.
There is a flag for the viewcontrol to start where the players view is, so the transfer will be smooth.
The player can be teleported via point_teleport to any place he wants to leave.
You could create a point_viewcontrol following a path.
There is a flag for the viewcontrol to start where the players view is, so the transfer will be smooth.
The player can be teleported via point_teleport to any place he wants to leave.
Quote from ChickenMobile on July 14, 2011, 8:12 amIn HL2 they used a vehicle. You can use vehicles in Portal as well, however I haven't fiddled around with it much.
In HL2 they used a vehicle. You can use vehicles in Portal as well, however I haven't fiddled around with it much.
Quote from Vordwann on July 14, 2011, 8:16 amYeah they have used vehicles in Portal 2, such as (i think), [spoiler]your arms when you are getting up from the ground, after Wheatley booby traps the stalemate button.[/spoiler]
Yeah they have used vehicles in Portal 2, such as (i think),
[spoiler][SP] Alternate[/spoiler]
Quote from MissStabby on July 14, 2011, 5:36 pmi tried working with both the point_viewcontrol and point_viewproxy but they both constrain the camera.
Is there a way to use them with the player's body just being fixated instead of being in a headclamp
i tried working with both the point_viewcontrol and point_viewproxy but they both constrain the camera.
Is there a way to use them with the player's body just being fixated instead of being in a headclamp
Spotlighted and over 9000 downloads!!! SP_Angrybombs
Here's my youtube & deviantart
Quote from ChickenMobile on July 15, 2011, 3:06 amMissStabby wrote:i tried working with both the point_viewcontrol and point_viewproxy but they both constrain the camera.
Is there a way to use them with the player's body just being fixated instead of being in a headclampCongrats on the Spotlight!!! And I think Valve has some kind of script for making the player constraint their view (to certain degrees/where you can move the mouse).
Remember when [spoiler]Chell is on the ground and you can see the moon[/spoiler]. If you can see what they did that might be your answer.
Is there a way to use them with the player's body just being fixated instead of being in a headclamp
Congrats on the Spotlight!!! And I think Valve has some kind of script for making the player constraint their view (to certain degrees/where you can move the mouse).
Remember when
