Pneumatic diversity vents, player gets stuck
Quote from Skotty on November 23, 2011, 2:33 pmYou cant parent players to anything. Not without creating glitches. (It never worked in HL2 and following games).
You cant parent players to anything. Not without creating glitches. (It never worked in HL2 and following games).
Quote from Robdon on November 23, 2011, 4:20 pmBenVlodgi wrote:Robdon wrote:lpfreaky beat me to it, while I knocked up an example, but yeah, viewcontrol doesn't get you stuck anywhere and Im not having any problems with it sticking or performance....Attached is an example vmf...
Just to note, there are some outputs on the last path_track entity, and they are important.
Rob.
I like the way that that looks, and works except that it can only happen once. I'm using it in a map where the play can get sucked up by the vent and then is returned to the room, so I have to make it work multiple times.
and instead of a view control, could you just parent the player to the track train.... that way they still have their portal gun... and they wouldn't get stuck, because at the time they aren't able to move anywaysTo make it repeatable, then just change the trigger at the start from a trigger_once to a trigger_multiple, and also add an extra output in the last path_track to reset the train to the start position
OnPass:Dvent1_Move:StartBackward:0.03:No
That will then make it so you can go back to the start and ride it again...
Attached is an example vmf...
Just to note, there are some outputs on the last path_track entity, and they are important.
Rob.
I like the way that that looks, and works except that it can only happen once. I'm using it in a map where the play can get sucked up by the vent and then is returned to the room, so I have to make it work multiple times.
and instead of a view control, could you just parent the player to the track train.... that way they still have their portal gun... and they wouldn't get stuck, because at the time they aren't able to move anyways
To make it repeatable, then just change the trigger at the start from a trigger_once to a trigger_multiple, and also add an extra output in the last path_track to reset the train to the start position
OnPass:Dvent1_Move:StartBackward:0.03:No
That will then make it so you can go back to the start and ride it again...

