disc and discreader (how does it work?)

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DAWH95
16 Posts
Posted Jun 16, 2011
hello,have anyone decompiled a coop map to see how the disc and discreader works?

:potd:

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p0rtalplayer
1,366 Posts
Posted Jun 16, 2011
Replied 10 hours later
isn't there an instance for it? and if there isn't, can't you do it yourself?
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DAWH95
16 Posts
Posted Jun 16, 2011
Replied 58 minutes later

p0rtalplayer wrote:
isn't there an instance for it? and if there isn't, can't you do it yourself?

well.... i dont really have time for that(im working on my map) :thumbup:

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rossman231
17 Posts
Posted Jun 16, 2011
Replied 1 minutes later
Just like anything else, part of making something is figuring out how to do it. You can't be "too busy" to figure it out if you're not too busy to work on your map :P
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raulness
68 Posts
Posted Jun 16, 2011
Replied 46 minutes later

DAWH95 wrote:
p0rtalplayer wrote:

isn't there an instance for it? and if there isn't, can't you do it yourself?

well.... i dont really have time for that(im working on my map) :thumbup:

You'll get really far with that attitude.

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iWork925
1,080 Posts
Posted Jun 16, 2011
Replied 54 minutes later
I decompiled and had a look. Its actually rather complex and not an instance. You would have to decompile it yourself and have a look / copy it into your map.
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NocturnalGhost
200 Posts
Posted Jun 17, 2011
Replied 23 hours later
The setup basically consists of a prop_physics_override for the disc, which you take to the reader. The reader has a trigger in front of it. The trigger detects the disc (using a filter), kills the disc prop and enables another disc in the correct place in front of the reader. This disc is parented to a func_door, which pulls it into the reader model. After this, it plays a movie, via a vgui_movie_display.

There's a bit more to it, effects-wise, but that's the basic setup.