Untitled mappack
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.
They do work in coop, right?
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.
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.)
Wow, thanks for the help!
Just two questions.
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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?
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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).
For reference, here's the vmf.
personalitymove.vmfSet 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.
I tried and Portal 2 crashed.
The viewproxy dosen't seem to work in coop.
If I have to I might try a normal viewcontrol.
I just need to add a env_screenoverlay (but from what I've heard , it will apply to all players.
I thinking about turning this into a mod to be able to use vscripts.
From there, I will publish the instance for other people to use.
opticalprocessor wrote:
It works with a point_viewcontrol_multiplayer.I just need to add a env_screenoverlay (but from what I've heard , it will apply to all players.
I thinking about turning this into a mod to be able to use vscripts.
From there, I will publish the instance for other people to use.
You don't need to use the mod structure to use vscripting, just use pakrat to pack the script files inside the BSP and you're done. Also, as Camben said mods don't support coop.