Move the player [solved]
Quote from spongylover123 on September 19, 2011, 7:46 pmI was wondering, how do you make the player immobile, but move it to a specific area, like when [spoiler]wheatly explodes the bombs and chell flew all the way out[/spoiler], I want to do that except just move the player not allowing the WASD controls to be used
I was wondering, how do you make the player immobile, but move it to a specific area, like when
Quote from KenJeKenny!? on September 19, 2011, 7:58 pmYou could use BSPSource to decompile the map and see how they did it/learn from it.
But i'm almost 99% sure that they faked it with a guided camera entity. You would have to decompile the map to learn which entities were used.
You could use BSPSource to decompile the map and see how they did it/learn from it.
But i'm almost 99% sure that they faked it with a guided camera entity. You would have to decompile the map to learn which entities were used.
Quote from spongylover123 on September 19, 2011, 8:02 pmThey used a camera controller (something like that) entity, but that was for the moon part, I didn't find anything, about !player, [spoiler]anyway, remember when at the end you go through the pipes and around the cores then to the cake?[/spoiler] I want it to be exactly like that
They used a camera controller (something like that) entity, but that was for the moon part, I didn't find anything, about !player,
Quote from KenJeKenny!? on September 19, 2011, 8:09 pmyeh through the vactubes is definitely a camera (controller/entity). I can vaguely remember that there was a earlier topic about it.
Another way of getting the player through the vactubes is using a trigger_push, but it's very buggy and doesn't give the smooth effect the camera trick does. Hpwever i'm no expert on the matter... Try searching for the entities on youtube to get a basic understanding of them(almost every complex entity has a youtube tutorial).
yeh through the vactubes is definitely a camera (controller/entity). I can vaguely remember that there was a earlier topic about it.
Another way of getting the player through the vactubes is using a trigger_push, but it's very buggy and doesn't give the smooth effect the camera trick does. Hpwever i'm no expert on the matter... Try searching for the entities on youtube to get a basic understanding of them(almost every complex entity has a youtube tutorial).
Quote from spongylover123 on September 19, 2011, 8:18 pmKenJeKenny!? wrote:yeh through the vactubes is definitely a camera (controller/entity). I can vaguely remember that there was a earlier topic about it.Another way of getting the player through the vactubes is using a trigger_push, but it's very buggy and doesn't give the smooth effect the camera trick does. Hpwever i'm no expert on the matter... Try searching for the entities on youtube to get a basic understanding of them(almost every complex entity has a youtube tutorial).
Actually, I meant from portal 1 not 2
Another way of getting the player through the vactubes is using a trigger_push, but it's very buggy and doesn't give the smooth effect the camera trick does. Hpwever i'm no expert on the matter... Try searching for the entities on youtube to get a basic understanding of them(almost every complex entity has a youtube tutorial).
Actually, I meant from portal 1 not 2
Quote from KenJeKenny!? on September 19, 2011, 8:23 pmNonetheless, the actual movement or faking of the movement is still the same principle/entity setup (I think).
Nonetheless, the actual movement or faking of the movement is still the same principle/entity setup (I think).
Quote from spongylover123 on September 19, 2011, 8:36 pmKenJeKenny!? wrote:Nonetheless, the actual movement or faking of the movement is still the same principle/entity setup (I think).You were right, it uses a point view controller, thanks for the help
You were right, it uses a point view controller, thanks for the help
Quote from FelixGriffin on September 19, 2011, 9:02 pmThe moon at the end is a vehicle script that limits the view and triggers the ending when you press ATTACK1 or ATTACK2. After that it's camera control again.
The moon at the end is a vehicle script that limits the view and triggers the ending when you press ATTACK1 or ATTACK2. After that it's camera control again.
