[Solved] Aerial Faith Plate - moving while launched
Quote from Konke on March 2, 2014, 12:28 pmHi all!
This is my first post, finally I managed to register. I have a question regarding aerial faith plates that I hope someone will be able to help me with. My aerial faith plate is set up in my map, with a target. However, the player is able to move too much in the air, more than I want to. In fact, I'd like to set up the aerial faith plate so that the player won't be able to move (or move minial) when launch in the air. Is it possible?
Thanks in advance!
/Konke
Hi all!
This is my first post, finally I managed to register. I have a question regarding aerial faith plates that I hope someone will be able to help me with. My aerial faith plate is set up in my map, with a target. However, the player is able to move too much in the air, more than I want to. In fact, I'd like to set up the aerial faith plate so that the player won't be able to move (or move minial) when launch in the air. Is it possible?
Thanks in advance!
/Konke
Quote from User on March 2, 2014, 2:05 pmUse Air Control SupressionTime,
So you can set a number (seconds) how long the player cant move in the air,
Use Air Control SupressionTime,
So you can set a number (seconds) how long the player cant move in the air,
Quote from Konke on March 3, 2014, 1:22 pmTheTobbell wrote:Use Air Control SupressionTime,So you can set a number (seconds) how long the player cant move in the air,
Excellent, thank you! Now, to make it even more advanced, is it possible to make the player move in the air but choose how much he/she can move? Sort of a controlled movement.
So you can set a number (seconds) how long the player cant move in the air,
Excellent, thank you! Now, to make it even more advanced, is it possible to make the player move in the air but choose how much he/she can move? Sort of a controlled movement.
Quote from User on March 3, 2014, 3:09 pmKonke wrote:Excellent, thank you! Now, to make it even more advanced, is it possible to make the player move in the air but choose how much he/she can move? Sort of a controlled movement.Hm,
For which thing do you need that?
Hm,
For which thing do you need that?
Quote from Konke on March 3, 2014, 3:19 pmThe aerial faith plate. Well, if I limit the player completly from moving it doesn't get the same Portal-ish feeling I'm looking for. Yet, a limited aerial movement will give the illusion of some air freedom and at the same time limit the player from getting to a area that I don't want him/her to get to.
The aerial faith plate. Well, if I limit the player completly from moving it doesn't get the same Portal-ish feeling I'm looking for. Yet, a limited aerial movement will give the illusion of some air freedom and at the same time limit the player from getting to a area that I don't want him/her to get to.

Quote from TeamSpen210 on March 3, 2014, 3:41 pmYou could use a func_brush with the player clip texture on either side of the arc. Enable it when the player is catapulted and disable when they reach the destination.
You might also be able to use a player_speedmod to change how much the player moves, although it might also affect their gravity and accelleration.
You could use a func_brush with the player clip texture on either side of the arc. Enable it when the player is catapulted and disable when they reach the destination.
You might also be able to use a player_speedmod to change how much the player moves, although it might also affect their gravity and accelleration.
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Quote from Konke on March 3, 2014, 4:02 pmTeamSpen210 wrote:You could use a func_brush with the player clip texture on either side of the arc. Enable it when the player is catapulted and disable when they reach the destination.Good idea, thanks!
Good idea, thanks!

Quote from TeamSpen210 on March 3, 2014, 4:42 pmYou could use the OnCatapulted output from the trigger_catapult and a logic_eventlistener with an event name of "player_landed" to detect when the player starts and stops flinging.
You could use the OnCatapulted output from the trigger_catapult and a logic_eventlistener with an event name of "player_landed" to detect when the player starts and stops flinging.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from FelixGriffin on March 3, 2014, 6:30 pmTeamSpen210 wrote:You could use the OnCatapulted output from the trigger_catapult and a logic_eventlistener with an event name of "player_landed" to detect when the player starts and stops flinging.Is there a full list of these logic_eventlistener events? They're incredibly useful but seem to be undocumented.
Is there a full list of these logic_eventlistener events? They're incredibly useful but seem to be undocumented.

Quote from TeamSpen210 on March 3, 2014, 7:46 pmThere's a console variable (I think it's something like game_showevents or with those words) that prints the events whenever they are fired.
There's a console variable (I think it's something like game_showevents or with those words) that prints the events whenever they are fired.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]