[Solved] Aerial Faith Plate - moving while launched

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Konke
161 Posts
Posted Mar 02, 2014
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

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User
630 Posts
Posted Mar 02, 2014
Replied 1 hour later
Use Air Control SupressionTime,

So you can set a number (seconds) how long the player cant move in the air,

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Konke
161 Posts
Posted Mar 03, 2014
Replied 23 hours later

TheTobbell 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.

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User
630 Posts
Posted Mar 03, 2014
Replied 1 hour later

Konke 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?

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Konke
161 Posts
Posted Mar 03, 2014
Replied 9 minutes later
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.
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TeamSpen210
608 Posts
Posted Mar 03, 2014
Replied 22 minutes later
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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Konke
161 Posts
Posted Mar 03, 2014
Replied 21 minutes later

TeamSpen210 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!

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TeamSpen210
608 Posts
Posted Mar 03, 2014
Replied 39 minutes later
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.
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FelixGriffin
2,680 Posts
Posted Mar 03, 2014
Replied 1 hour later

TeamSpen210 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.

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TeamSpen210
608 Posts
Posted Mar 03, 2014
Replied 1 hour later
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.