Orient Objects in-hand like the Redirection Cube
Quote from FelixGriffin on April 19, 2013, 8:43 amWow, nice job with the hexing!
Unfortunately VPhysics props aren't supposed to animate, since VPhysics requires $staticprop so it can have a consistent collision model. As I mentioned before, NPCs are an exception to that in Portal 2. Maybe try putting your model on a turret Used As Actor and using some choreo scenes from the original game? (Setting the turret's name to @sphere should let it use Wheatley's lines.) No idea if it will work, but it's worth a shot.
Otherwise you'll probably just have to use separate props for collision and model. Sorry.
Wow, nice job with the hexing!
Unfortunately VPhysics props aren't supposed to animate, since VPhysics requires $staticprop so it can have a consistent collision model. As I mentioned before, NPCs are an exception to that in Portal 2. Maybe try putting your model on a turret Used As Actor and using some choreo scenes from the original game? (Setting the turret's name to @sphere should let it use Wheatley's lines.) No idea if it will work, but it's worth a shot.
Otherwise you'll probably just have to use separate props for collision and model. Sorry.

Quote from ChickenMobile on April 20, 2013, 8:48 amSorry to interrupt this thread... but I did a tl;dr and wanted to suggest a phys_keepupright.
Happy mapping!
Sorry to interrupt this thread... but I did a tl;dr and wanted to suggest a phys_keepupright.
Happy mapping!
Quote from tustin2121 on April 20, 2013, 3:29 pmSo...
Um...
I found this: https://developer.valvesoftware.com/wik ... layerproxy
Logic_playerproxy has a io trigger called "ForcePhysicsGrabController".
It makes the personality core do what I want. It is visible in physics, through portals, and orients to yourself without even needing to edit the model file (though I don't have as fine control)...
*headdesk*
WELL AT LEAST I LEARNED STUFF RIGHT?! AND FOUND OUT ABOUT HOW TO EDIT MODEL PHYSICS!! ALSO, I TOLD YOU CORES PICKED UP DIFFERENTLY!!!
*headdesk* *headdesk* *headdesk*
Coincidentally, there's also a "ForceVMGrabController" which forces all objects to act like the core on pickup, removing their shadow and in-world presense, and instantly grabbing them without any rotation and such. And finally "ResetGrabControllerBehavior" which puts it back to object's choice.
*headdesk*
Thanks all.... time to continue on to playing with the npc response system!
So...
Um...
I found this: https://developer.valvesoftware.com/wik ... layerproxy
Logic_playerproxy has a io trigger called "ForcePhysicsGrabController".
It makes the personality core do what I want. It is visible in physics, through portals, and orients to yourself without even needing to edit the model file (though I don't have as fine control)...
*headdesk*
WELL AT LEAST I LEARNED STUFF RIGHT?! AND FOUND OUT ABOUT HOW TO EDIT MODEL PHYSICS!! ALSO, I TOLD YOU CORES PICKED UP DIFFERENTLY!!!
*headdesk* *headdesk* *headdesk*
Coincidentally, there's also a "ForceVMGrabController" which forces all objects to act like the core on pickup, removing their shadow and in-world presense, and instantly grabbing them without any rotation and such. And finally "ResetGrabControllerBehavior" which puts it back to object's choice.
*headdesk*
Thanks all.... time to continue on to playing with the npc response system!
Quote from FelixGriffin on April 20, 2013, 6:02 pmWow. I'd never known what that did before. I wonder what happens if I use that on a Redirection Cube...will it act like a normal cube when picked up?
Remember to rebuild scenes.image every time you make a new choreo!
Wow. I'd never known what that did before. I wonder what happens if I use that on a Redirection Cube...will it act like a normal cube when picked up?
Remember to rebuild scenes.image every time you make a new choreo!
Quote from tustin2121 on April 21, 2013, 12:49 amFelixGriffin wrote:Wow. I'd never known what that did before. I wonder what happens if I use that on a Redirection Cube...will it act like a normal cube when picked up?Remember to rebuild scenes.image every time you make a new choreo!
If you pick up a redirection cube in ViewModel mode, it will likely face forward still. Don't know how that affects its laser redirection functionality though...
Ha! You assume I can get FacePoser to actually make sounds! I have the mysterious "sound not in game_sounds script files!" error (mysterious because every thread on Google that mentions this error dies immediately and there is never an answer), and I have yet to make it actually play a sound. And that's with a custom sound; if I include an already in-game line on the choreography timeline, it always shows up as a 0.20 second clip that does nothing. At least my terrible test voice acting has a real length on the timeline. Waters my enthusiasm a bit... >:(
Granted, that's getting off topic a bit... what was the original topic of this thread again?
Remember to rebuild scenes.image every time you make a new choreo!
If you pick up a redirection cube in ViewModel mode, it will likely face forward still. Don't know how that affects its laser redirection functionality though...
Ha! You assume I can get FacePoser to actually make sounds! I have the mysterious "sound not in game_sounds script files!" error (mysterious because every thread on Google that mentions this error dies immediately and there is never an answer), and I have yet to make it actually play a sound. And that's with a custom sound; if I include an already in-game line on the choreography timeline, it always shows up as a 0.20 second clip that does nothing. At least my terrible test voice acting has a real length on the timeline. Waters my enthusiasm a bit... >:(
Granted, that's getting off topic a bit... what was the original topic of this thread again?
Quote from FelixGriffin on April 21, 2013, 9:46 amTry adding your sounds to one of the manifests then. But you're right, this is getting a bit off topic.
Try adding your sounds to one of the manifests then. But you're right, this is getting a bit off topic.