Taking the player on a tube ride
Quote from Wsterfury on May 27, 2011, 3:57 pmNocturnalGhost wrote:The game cheats a bit when it comes to this effect. The setup that they use consists of a point_viewproxy, which is set to freeze the player and shift your view to follow a func_tracktrain which travels through the pipes.If you want to decompile the maps and take a look, the relevent maps are "sp_a2_bts5.bsp" for the initial part with the vent that sucks you in, and "sp_a2_bts6.bsp" for the tube ride. The maps are quite complex though, so you may be a bit overwhelmed if you are new to mapping. You should be able to figure it out by looking at the relevent entities though, and following their I/O comands through the chain of events that they use.
So I've noticed! It's taken some time and a little bit of learning into how func_tracks actually work, but I've got the track set up and it looks like this might just be doable yet. :> I'll probably edit this post in a bit if anything changes on that route though.
If you want to decompile the maps and take a look, the relevent maps are "sp_a2_bts5.bsp" for the initial part with the vent that sucks you in, and "sp_a2_bts6.bsp" for the tube ride. The maps are quite complex though, so you may be a bit overwhelmed if you are new to mapping. You should be able to figure it out by looking at the relevent entities though, and following their I/O comands through the chain of events that they use.
So I've noticed! It's taken some time and a little bit of learning into how func_tracks actually work, but I've got the track set up and it looks like this might just be doable yet. :> I'll probably edit this post in a bit if anything changes on that route though.
