The Thread For Small Problems And Requests
Quote from Arachnaphob on February 26, 2014, 1:14 amWell I have the camera parented to the functioning Tracktrain, it's just that I would like it so if you move the mouse left, your view turns left and if you move your mouse right, your view turns right, and same with up/down.
Well I have the camera parented to the functioning Tracktrain, it's just that I would like it so if you move the mouse left, your view turns left and if you move your mouse right, your view turns right, and same with up/down.
Musical website Moddb
Quote from josepezdj on February 26, 2014, 2:39 amArachnaphob wrote:More veiwcontrol! Anyways, does anybody know how to allow the player to freely look around while in a veiwcontrol, like in the part where you and wheatley ride through the vacuum tubes?This is done by using a prop_vehicle_choreo_generic. I used it for my Winter's Initiative map, for a tuberide that got you to the easter egg
I learnt it from Chickenmobile. Check this post and the example she posted.
This is done by using a prop_vehicle_choreo_generic. I used it for my Winter's Initiative map, for a tuberide that got you to the easter egg
I learnt it from Chickenmobile. Check this post and the example she posted.
Quote from User on February 26, 2014, 4:01 amFelixGriffin wrote:IIRC prop_statics don't use edicts (like with func_detail), so you can change some of your dynamic props into those. If the model doesn't allow it you can decompile it (which works very well for non-animated models) and add the $staticprop property.But i also need to turn several prop_dynamics into one (Because they're moving), Thats the problem, turning the models into "Static", would make problems.
But i also need to turn several prop_dynamics into one (Because they're moving), Thats the problem, turning the models into "Static", would make problems.
Quote from srs bsnss on February 26, 2014, 9:16 amyishbarr wrote:I don't think that's a good idea, since I have a fast reset enabled, and that would cause problems with animations.You could probably work around this with some tricky logic (but it's probably a lot of work for something so simple)
For example, in the duration the button is 'active' for (let's say 3 seconds), the value of a logic branch, or math counter, or whatever, could be set to 1. Then, if the button is pressed again in the active period, then it will increment the counter, and on the increment it displays the up then down animations so it doesn't repeat the down animation while already down.
Like I said, it's probably too complex for a simple task such as this, but it could work.
You could probably work around this with some tricky logic (but it's probably a lot of work for something so simple)
For example, in the duration the button is 'active' for (let's say 3 seconds), the value of a logic branch, or math counter, or whatever, could be set to 1. Then, if the button is pressed again in the active period, then it will increment the counter, and on the increment it displays the up then down animations so it doesn't repeat the down animation while already down.
Like I said, it's probably too complex for a simple task such as this, but it could work.
Quote from Gemarakup on February 26, 2014, 11:10 amOK, solved it. Now I've still got problems with my portalgun linking to prop_portals. I've tried change_portal_linkage_ID, I've tried making the portalgun shoot after the portal opens, and I just can't get it right.
OK, solved it. Now I've still got problems with my portalgun linking to prop_portals. I've tried change_portal_linkage_ID, I've tried making the portalgun shoot after the portal opens, and I just can't get it right.
Quote from FelixGriffin on February 26, 2014, 11:11 amyishbarr wrote:OK, solved it. Now I've still got problems with my portalgun linking to prop_portals. I've tried change_portal_linkage_ID, I've tried making the portalgun shoot after the portal opens, and I just can't get it right.What are the linkage IDs set to on the gun and the portals?
What are the linkage IDs set to on the gun and the portals?
Quote from FelixGriffin on February 26, 2014, 2:51 pmyishbarr wrote:Portals are set to 0, the gun doesn't have a way of setting it.It should...how are you giving the player a gun?
It should...how are you giving the player a gun?
Quote from Gemarakup on February 26, 2014, 11:37 pmFelixGriffin wrote:yishbarr wrote:Portals are set to 0, the gun doesn't have a way of setting it.It should...how are you giving the player a gun?
It's a rotating portalgun.
It should...how are you giving the player a gun?
It's a rotating portalgun.
Quote from FelixGriffin on February 27, 2014, 8:18 amyishbarr wrote:FelixGriffin wrote:yishbarr wrote:Portals are set to 0, the gun doesn't have a way of setting it.It should...how are you giving the player a gun?
It's a rotating portalgun.
Then it should have an option for the linkage ID.
It should...how are you giving the player a gun?
It's a rotating portalgun.
Then it should have an option for the linkage ID.