Any ideas?
Also is there anyways to make the security camera move without it looking at the player, i want it to look left then right.
I've tried using sequence scripts, it can't be made a dynamic so i have no idea... any ideas?
Cheers,
Mapster
Also is there anyways to make the security camera move without it looking at the player, i want it to look left then right.
I've tried using sequence scripts, it can't be made a dynamic so i have no idea... any ideas?
Cheers,
Mapster
As for Area brushes, that doesn't exist. Do you mean Areaportals?
Neither Hint brushes or Areaportals affect NPC AI.
As for getting your camera to look around, I think you may kinda be fucked. Try finding and following a tutorial about how to get an AI Citizen to look at a certain spot and adapt that, or maybe try making an ai_relationship to make the camera hate an npc_bullseye or something.
And yeah i meant AreaPortal 
msleeper wrote:
Mapster are you serious?
Why would i ask if i wasn't serious msleeper?
What I would do is:
Trigger the camera, and at the same time teleport the player inside an invisible func_train. place the train at the right of the brush and then move it to the left. I can make an example map later is you want.
espen180 wrote:
teleport the player inside an invisible funk train.
I can't wait to play this!
On areaportals and hints, among other things:
Hober wrote:
I can't wait to play this!
I've got the funk, right here. It's in this box.
Hober wrote:
I can't wait to play this!
You know what I mean, right? The player view is inside a camera, with player freeze. The player is teleported inside an invisible train with occluders so that the camera can see through it. The npc_security_camera will still track the player and look at him/her. Then it would create the desired effect of the camera looking left then right.
Korjagun wrote:
I believe VVis calculates a portal-based visibility tree based on the BSP tree generated by Bsp.
VVIS has nothing to do with portals.
VVIS (two V's not one W) is the compile program that builds visleaves, these are used to work out what the player can see based on where the player is in the world. only stuff in leaves that the player can see from the leaf they are in is rendered.
It also allows defuse lighting to work.
Hint brushes tell VVIS where you think it should cut a leaf, which is usefull for things like windows where it decides to carry the leaf out from the window to the other side of the room, instead place a hint brush flush with the wall the window is on and VVIS will stop the cuts from the window going too far.
Hint brushes along side func_details can save you so much render time in game, then if you want to take it even further you add occluders and area portals, which i still havent got my own head around fully
youme wrote:
VVIS has nothing to do with portals.
VVIS (two V's not one W) is the compile program that builds visleaves, these are used to work out what the player can see based on where the player is in the world. only stuff in leaves that the player can see from the leaf they are in is rendered.
Yes, the general name for this is method of visibility determination/geometry culling is portal rendering.
Korjagun wrote:
Yes, the general name for this is method of visibility determination/geometry culling is portal rendering.
my bad, Thought you were on about portal gun shot portals 