Untitled mappack
Quote from opticalprocessor on May 31, 2014, 9:33 amHey community!
In spirit of the ill-fated beGLADOS project, I decided to create a similar mappack for coop.
The main concept behind this is that Orange will be a personality core and Blue will be another character.
I already have the main mechanic done where Orange controls the core (movement, hacking etc) and I'll post pictures when I have time.
Don't expect anything special to pop up soon, this is a huge(ish) project and it's not like I have all day to map.
Hey community!
In spirit of the ill-fated beGLADOS project, I decided to create a similar mappack for coop.
The main concept behind this is that Orange will be a personality core and Blue will be another character.
I already have the main mechanic done where Orange controls the core (movement, hacking etc) and I'll post pictures when I have time.
Don't expect anything special to pop up soon, this is a huge(ish) project and it's not like I have all day to map.
please
Quote from FelixGriffin on May 31, 2014, 1:20 pmI have a few instances that might be useful, such as a Wheatley monitor with a camera in it that the other player can use. You can see what it looks like in one of my Hammer Notepads for Adhesion gel.
I have a few instances that might be useful, such as a Wheatley monitor with a camera in it that the other player can use. You can see what it looks like in one of my Hammer Notepads for Adhesion gel.
Quote from opticalprocessor on June 1, 2014, 5:07 amMind I look at those instances?
They do work in coop, right?
Mind I look at those instances?
They do work in coop, right?
please
Quote from opticalprocessor on June 1, 2014, 5:20 amRight now, I'm using a tracktrain controlled by a game_ui.
There is numerous issues with this implementation though.
One of those being that I can't move the camera while using the point_viewcontroller.
The other main issue is the unevenness of using a tracktrain connected to a game_ui.
Right now, I'm using a tracktrain controlled by a game_ui.
There is numerous issues with this implementation though.
One of those being that I can't move the camera while using the point_viewcontroller.
The other main issue is the unevenness of using a tracktrain connected to a game_ui.
please
Quote from TeamSpen210 on June 1, 2014, 6:01 amYou want to try using a point_viewproxy instead, it allows you to look around. It's used in the starting hotel room and the tube ride later in the game. I don't know how well it works in multiplayer, though.
Idea for syncing the direction the core model faces with the player look direction: parent an info_target to the player (who's inside a nodraw room outside the map), attached to the "eyes" attachment point and positioned 1000 units in front of their face (so it's constantly in the center of their view, a long way in front). Use a logic_measure_movement to make a second info_target mirror the same motion, relative to the location of the tracktrain (which doesn't rotate). Add a func_tank, set to look at the second info-target. (Maybe this can be done with only one target and the "eye position" property of the measure_movement, but that might get glitchy. You probably want to use env_sprites or something while debugging you can see the targets.)
You want to try using a point_viewproxy instead, it allows you to look around. It's used in the starting hotel room and the tube ride later in the game. I don't know how well it works in multiplayer, though.
Idea for syncing the direction the core model faces with the player look direction: parent an info_target to the player (who's inside a nodraw room outside the map), attached to the "eyes" attachment point and positioned 1000 units in front of their face (so it's constantly in the center of their view, a long way in front). Use a logic_measure_movement to make a second info_target mirror the same motion, relative to the location of the tracktrain (which doesn't rotate). Add a func_tank, set to look at the second info-target. (Maybe this can be done with only one target and the "eye position" property of the measure_movement, but that might get glitchy. You probably want to use env_sprites or something while debugging you can see the targets.)
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from opticalprocessor on June 1, 2014, 9:22 amWow, thanks for the help!
Just two questions.
1. When I trigger the proxy view controller, it flies from the info_player_start and settles where its supposed to be. Any way to disable that?
2. Can I restrict the rotation of the point_viewproxy so the player can't see the core ( the player is meant to be looking out the eye of the core).
Wow, thanks for the help!
Just two questions.
1. When I trigger the proxy view controller, it flies from the info_player_start and settles where its supposed to be. Any way to disable that?
2. Can I restrict the rotation of the point_viewproxy so the player can't see the core ( the player is meant to be looking out the eye of the core).
please
Quote from opticalprocessor on June 1, 2014, 9:26 amFor reference, here's the vmf.
personalitymove.vmf
For reference, here's the vmf.
please
Quote from CamBen on June 1, 2014, 2:06 pmDoes anyone know whether you can track voice whether the bots are voice chatting or not? Because it would be really cool if the core's eye lit up when orange was talking.
Does anyone know whether you can track voice whether the bots are voice chatting or not? Because it would be really cool if the core's eye lit up when orange was talking.
Aperture Science: We do our science asbestos we can!
Quote from TeamSpen210 on June 1, 2014, 3:45 pmUse the Vscript function "IsPlayerSpeaking(team)".
Set the offset type keyvalue to "snap to camera" to make the transition instant. Try parenting the viewproxy to the core, and attaching it to the "eye" point so it's always in front. Maybe try messing with the "Tilt fraction" property so the angle the player is looking doesn't change the proxy angle as much (to instead use the func_tank targeting more), depending on how well that works.
Use the Vscript function "IsPlayerSpeaking(team)".
Set the offset type keyvalue to "snap to camera" to make the transition instant. Try parenting the viewproxy to the core, and attaching it to the "eye" point so it's always in front. Maybe try messing with the "Tilt fraction" property so the angle the player is looking doesn't change the proxy angle as much (to instead use the func_tank targeting more), depending on how well that works.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from CamBen on June 1, 2014, 6:06 pmMaybe when talking, a different idle animation would play, and the eye would light up. If you can detect taunts as well, then players could even taunt and then the core will do the eyepop anim, or the flip to front and back anim, or the spinning anim.
Maybe when talking, a different idle animation would play, and the eye would light up. If you can detect taunts as well, then players could even taunt and then the core will do the eyepop anim, or the flip to front and back anim, or the spinning anim.
Aperture Science: We do our science asbestos we can!