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Orient Objects in-hand like the Redirection Cube

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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.

Falsi sumus crusto!

Sorry to interrupt this thread... but I did a tl;dr and wanted to suggest a phys_keepupright.

Happy mapping!

?????????????????????????????TWP Releases | My Workshop

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!

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! :)

Falsi sumus crusto!
FelixGriffin 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?

Try adding your sounds to one of the manifests then. But you're right, this is getting a bit off topic.

Falsi sumus crusto!
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