The Thread For Small Problems And Requests

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Arachnaphob
412 Posts
Posted Feb 26, 2014
Replied 2 hours later
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.
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josepezdj
2,386 Posts
Posted Feb 26, 2014
Replied 1 hour later

Arachnaphob 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.

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User
630 Posts
Posted Feb 26, 2014
Replied 1 hour later

FelixGriffin 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.

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srs bsnss
552 Posts
Posted Feb 26, 2014
Replied 5 hours later

yishbarr 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.

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Gemarakup
1,183 Posts
Posted Feb 26, 2014
Replied 1 hour later
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.
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FelixGriffin
2,680 Posts
Posted Feb 26, 2014
Replied 1 minute later

yishbarr 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?

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Gemarakup
1,183 Posts
Posted Feb 26, 2014
Replied 3 hours later
Portals are set to 0, the gun doesn't have a way of setting it.
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FelixGriffin
2,680 Posts
Posted Feb 26, 2014
Replied 37 minutes later

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?

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Gemarakup
1,183 Posts
Posted Feb 26, 2014
Replied 8 hours later

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.

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FelixGriffin
2,680 Posts
Posted Feb 27, 2014
Replied 8 hours later

yishbarr 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.

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Gemarakup
1,183 Posts
Posted Feb 27, 2014
Replied 33 minutes later
It doesn't. Weapon_portalgun doesn't have that keyvalue.
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FelixGriffin
2,680 Posts
Posted Feb 27, 2014
Replied 1 hour later
Yes it does. That's how the portal guns in Co-op fire the right portals before the robots get them. It should be set to "Single Player" by default, but have options for the bots.
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Gemarakup
1,183 Posts
Posted Feb 27, 2014
Replied 2 hours later

FelixGriffin wrote:
Yes it does. That's how the portal guns in Co-op fire the right portals before the robots get them. It should be set to "Single Player" by default, but have options for the bots.

How does that help me though? It's set to SP. Also, I can't see that keyvalue in the list.

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RustyDios
154 Posts
Posted Feb 27, 2014
Replied 3 hours later
The Single/Blue/Orange setting IS the portal linkage ID setting. Turn off SmartEdit and you will see your choice turn into its corresponding number....
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Gemarakup
1,183 Posts
Posted Feb 27, 2014
Replied 8 hours later
Yeah, though it's set to SP, which is 0, and that's my number for my prop_portals.
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FelixGriffin
2,680 Posts
Posted Feb 28, 2014
Replied 8 hours later
The linkage stuff is screwy. I've found that a rotating portalgun with linkage 1 will usually link to a prop_portal with linkage 0.
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Gemarakup
1,183 Posts
Posted Feb 28, 2014
Replied 1 hour later
So, should I set the starting team to 1?
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FelixGriffin
2,680 Posts
Posted Feb 28, 2014
Replied 36 minutes later
Try that, see if it works. If not, play around with other combinations.
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Dafflewoctor
415 Posts
Posted Mar 06, 2014
Replied 6 days later
My pointfile is going haywire...the compile says that a trigger_transition is leaked, but it's closed in completely with brushes. And the pointfile is going somewhere outside the map, nowhere close to the trigger_transition.
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CamBen
973 Posts
Posted Mar 06, 2014
Replied 1 hour later
Select the problematic brush and right click, choose "center origin", then recompile.