Move the player [solved]

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spongylover123
944 Posts
Posted Sep 19, 2011
I was wondering, how do you make the player immobile, but move it to a specific area, like when wheatly explodes the bombs and chell flew all the way out, I want to do that except just move the player not allowing the WASD controls to be used
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KenJeKenny!?
238 Posts
Posted Sep 19, 2011
Replied 11 minutes later
You could use BSPSource to decompile the map and see how they did it/learn from it.

But i'm almost 99% sure that they faked it with a guided camera entity. You would have to decompile the map to learn which entities were used.

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spongylover123
944 Posts
Posted Sep 19, 2011
Replied 4 minutes later
They used a camera controller (something like that) entity, but that was for the moon part, I didn't find anything, about !player, anyway, remember when at the end you go through the pipes and around the cores then to the cake? I want it to be exactly like that
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KenJeKenny!?
238 Posts
Posted Sep 19, 2011
Replied 6 minutes later
yeh through the vactubes is definitely a camera (controller/entity). I can vaguely remember that there was a earlier topic about it.

Another way of getting the player through the vactubes is using a trigger_push, but it's very buggy and doesn't give the smooth effect the camera trick does. Hpwever i'm no expert on the matter... Try searching for the entities on youtube to get a basic understanding of them(almost every complex entity has a youtube tutorial).

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spongylover123
944 Posts
Posted Sep 19, 2011
Replied 8 minutes later

KenJeKenny!? wrote:
yeh through the vactubes is definitely a camera (controller/entity). I can vaguely remember that there was a earlier topic about it.

Another way of getting the player through the vactubes is using a trigger_push, but it's very buggy and doesn't give the smooth effect the camera trick does. Hpwever i'm no expert on the matter... Try searching for the entities on youtube to get a basic understanding of them(almost every complex entity has a youtube tutorial).

Actually, I meant from portal 1 not 2

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KenJeKenny!?
238 Posts
Posted Sep 19, 2011
Replied 4 minutes later
Nonetheless, the actual movement or faking of the movement is still the same principle/entity setup (I think).
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spongylover123
944 Posts
Posted Sep 19, 2011
Replied 12 minutes later

KenJeKenny!? wrote:
Nonetheless, the actual movement or faking of the movement is still the same principle/entity setup (I think).

You were right, it uses a point view controller, thanks for the help

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FelixGriffin
2,680 Posts
Posted Sep 19, 2011
Replied 26 minutes later
The moon at the end is a vehicle script that limits the view and triggers the ending when you press ATTACK1 or ATTACK2. After that it's camera control again.