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Move the player [solved]

I 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
, I want to do that except just move the player not allowing the WASD controls to be 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.

.:: [SP] Lost in Testing :: #1 :: #2 :: #3 :: #4 ::.

They 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?
I want it to be exactly like that

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).

.:: [SP] Lost in Testing :: #1 :: #2 :: #3 :: #4 ::.
KenJeKenny!? 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

Nonetheless, the actual movement or faking of the movement is still the same principle/entity setup (I think).

.:: [SP] Lost in Testing :: #1 :: #2 :: #3 :: #4 ::.
KenJeKenny!? 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

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.

Falsi sumus crusto!