Re-orienting the reflection cube
Quote from Fracture on May 19, 2013, 2:11 amI am finally at the main boss level in my map-pack and I have set up a scene where the player must utilize lasers at very specific angles using the reflection cube. Only not left and right, but up and down. Unfortunately the cube doesn't do those angles so i have to figure out a workaround.
MY first attempt at this was attaching an env_laser and a laser_catcher with an invisible untouchable model to the cube and made the catcher toggle the env_laser. Unfortunately this has sprite glitches and laser glitches and the env_laser needs a target to transmit and it just looks bad
My second attempt involved a prop_laser with an invisible untouchable model attached to a func_tank. However the tank had no intention of working properly when being attached to a physics object and didn't point anywhere near where it was supposed to
I have yet to figure out what I will do for a third attempt. Any ideas?
I am finally at the main boss level in my map-pack and I have set up a scene where the player must utilize lasers at very specific angles using the reflection cube. Only not left and right, but up and down. Unfortunately the cube doesn't do those angles so i have to figure out a workaround.
MY first attempt at this was attaching an env_laser and a laser_catcher with an invisible untouchable model to the cube and made the catcher toggle the env_laser. Unfortunately this has sprite glitches and laser glitches and the env_laser needs a target to transmit and it just looks bad
My second attempt involved a prop_laser with an invisible untouchable model attached to a func_tank. However the tank had no intention of working properly when being attached to a physics object and didn't point anywhere near where it was supposed to
I have yet to figure out what I will do for a third attempt. Any ideas?
Quote from FelixGriffin on May 19, 2013, 9:29 amI don't think there's any way to do this, unless...
Try this. Put a logic_playerproxy into the map, name it "playerproxy" or something. Then play the map, pick up a cube, and type into the console "sv_enableholdrotation 1; ent_fire playerproxy ForcePhysicsGrabController". Now see what happens if you hold ATTACK2 and move the mouse.
I don't think there's any way to do this, unless...
Try this. Put a logic_playerproxy into the map, name it "playerproxy" or something. Then play the map, pick up a cube, and type into the console "sv_enableholdrotation 1; ent_fire playerproxy ForcePhysicsGrabController". Now see what happens if you hold ATTACK2 and move the mouse.
Quote from Fracture on May 19, 2013, 9:44 pmAttempted that just now, it basically just froze my ability to look around and nothing else.
I had an idea just now involving 6 physboxes, and a tank. I will see what happens next
EDIT: nope, just found out you cannot grab parented physboxes. Back to the drawing board
Attempted that just now, it basically just froze my ability to look around and nothing else.
I had an idea just now involving 6 physboxes, and a tank. I will see what happens next
EDIT: nope, just found out you cannot grab parented physboxes. Back to the drawing board
Quote from Fracture on May 20, 2013, 4:12 pmOkay i think i got something pretty cool put together. I parenting one cube to a tank with a rendermode of 10 to hide it, attached the tank to a trigger along with some metal bits to surround the extra laser sprite for style and parented the trigger to a second cube to hold onto. Entering trigger feilds surrounding laser targets and objects change the tanks target, and moving objects have triggers that interrupt others when they are closer in range to the cube.
I call it the semi-automatic angler cube.
Okay i think i got something pretty cool put together. I parenting one cube to a tank with a rendermode of 10 to hide it, attached the tank to a trigger along with some metal bits to surround the extra laser sprite for style and parented the trigger to a second cube to hold onto. Entering trigger feilds surrounding laser targets and objects change the tanks target, and moving objects have triggers that interrupt others when they are closer in range to the cube.
I call it the semi-automatic angler cube.