[Solved] Falling
Quote from KFredje on June 5, 2012, 8:28 amHi,
In the single player story you fall down to the really bottom of Aperture Lab. When you hit the ground a new map loads and it is like you're standing up. How can I achieve this?
Hi,
In the single player story you fall down to the really bottom of Aperture Lab. When you hit the ground a new map loads and it is like you're standing up. How can I achieve this?
Quote from Brainstone on June 5, 2012, 8:34 ama point_viewcontrol is what you are searching.
I decompiled said map shortly before and I am currently using point viewcontrols in my map.To be exactly, the point viewcontroller is parented to an attachment point(vehicle_driver_eye) of a prop_dynamic with a model called "blackout", which plays a certain animation called "exit1".
It would be easier if I just sent you said vmf, wait a minute...
EDIT: Do you want it from the start of the map or later on?
EDIT2: I have created an instance for you. Place it in your map and then give it the input: Instance:blackout-start;Trigger
You can modulate $layingStillTime and $FadeTime.
And if you don't want the wakeup scene at the start, but at the middle of the level, edit the instance by removing info_player_start and give the same input.
a point_viewcontrol is what you are searching.
I decompiled said map shortly before and I am currently using point viewcontrols in my map.
To be exactly, the point viewcontroller is parented to an attachment point(vehicle_driver_eye) of a prop_dynamic with a model called "blackout", which plays a certain animation called "exit1".
It would be easier if I just sent you said vmf, wait a minute...
EDIT: Do you want it from the start of the map or later on?
EDIT2: I have created an instance for you. Place it in your map and then give it the input: Instance:blackout-start;Trigger
You can modulate $layingStillTime and $FadeTime.
And if you don't want the wakeup scene at the start, but at the middle of the level, edit the instance by removing info_player_start and give the same input.
Quote from KFredje on June 5, 2012, 9:00 amWow, tnx a lot, I'll gonna try it
Edit: I'm probably doing this so wrong...
I made a func_instance, and named it Start. I added a trigger_once and added there the Instance:blackout-start;Trigger. But it appears I'm just spawning in the ground...what am I doing wrong?
Wow, tnx a lot, I'll gonna try it
Edit: I'm probably doing this so wrong...
I made a func_instance, and named it Start. I added a trigger_once and added there the Instance:blackout-start;Trigger. But it appears I'm just spawning in the ground...what am I doing wrong?
Quote from Brainstone on June 5, 2012, 10:14 amMy bad, the relay isn't named blackout-start, but knockout-start.
You can make use of Hammer's auto-correct: Create a trigger once, then give it the output: OnStartTouch-->Start(Or another name if you have named the instance differently).
Now click on the little arrow beneath the "My output" field. The right thing should pop up automatically.
My bad, the relay isn't named blackout-start, but knockout-start.
You can make use of Hammer's auto-correct: Create a trigger once, then give it the output: OnStartTouch-->Start(Or another name if you have named the instance differently).
Now click on the little arrow beneath the "My output" field. The right thing should pop up automatically.
Quote from KFredje on June 5, 2012, 10:53 amStill not working hmm
This is what I have: A logic_auto that "OnMapSpawn" your instance "instance:knockout_start;Trigger" triggers. The thing is, I automatically spawn on the 0,0,0 X,Y,Z coordinates. I don't know what I can do more.
Still not working hmm
This is what I have: A logic_auto that "OnMapSpawn" your instance "instance:knockout_start;Trigger" triggers. The thing is, I automatically spawn on the 0,0,0 X,Y,Z coordinates. I don't know what I can do more.
Quote from Paradoxic R3mix on June 5, 2012, 11:35 amI hope i'm not intruding, but I think you need to include an Info_player_start inside of your map. The player-like model is actually an info_teleport_destination, but I may be wrong, I haven't tested it out yet, but I will soon.
EDIT: Nevermind, disregard what I said. :S
I hope i'm not intruding, but I think you need to include an Info_player_start inside of your map. The player-like model is actually an info_teleport_destination, but I may be wrong, I haven't tested it out yet, but I will soon.
EDIT: Nevermind, disregard what I said. :S
Quote from Brainstone on June 5, 2012, 1:29 pmI have just tested it out and found out the following: Point_viewcontrollers don't work when they are in instances.
Solution: Select the instance, go to the Hammer menu bar: Instancing->collapse->selection.
Then search for the right relay and copy its name. (It should be "AutoInstance1-knockout_start" if you have no other instance collapsed in your map yet.)
No give the logic_auto or whatever entity the following output:
OnWhateverEvent-->AutoInstance1-knockout_start-->TriggerAnd you`re done, I've tested it.
Then you can also delete that green player entity in the middle of the instance. It is useless.
I have just tested it out and found out the following: Point_viewcontrollers don't work when they are in instances.
Solution: Select the instance, go to the Hammer menu bar: Instancing->collapse->selection.
Then search for the right relay and copy its name. (It should be "AutoInstance1-knockout_start" if you have no other instance collapsed in your map yet.)
No give the logic_auto or whatever entity the following output:
OnWhateverEvent-->AutoInstance1-knockout_start-->Trigger
And you`re done, I've tested it.
Then you can also delete that green player entity in the middle of the instance. It is useless.

Quote from ChickenMobile on June 6, 2012, 8:01 amIf that ain't working, try the one prepared earlier: mapping-help/implementing-a-wake-up-camera-sequence-t6268.html
If that ain't working, try the one prepared earlier: mapping-help/implementing-a-wake-up-camera-sequence-t6268.html
Quote from KFredje on June 6, 2012, 1:58 pmI got it working after a little change to the trigger disabling the timer which wasn't done so you kept respawning. Tnx a lot for the help
My new map will be soon released
I got it working after a little change to the trigger disabling the timer which wasn't done so you kept respawning. Tnx a lot for the help
My new map will be soon released