Pneumatic diversity vents, player gets stuck
I was wondering if anyone else had come across this problem, and how you handled it. or if you tried making the player follow a track?
If I was doing this, I would make the player crouch the whole time
spongylover123 wrote:
Valve made the player follow a camera
If I was doing this, I would make the player crouch the whole time
I know in the dlc hub, the player is a camera parented to a track of sorts....
and the player still gets stuck in these instances even when crouching... they also dont need to crouch , the vents are big enough to fit the whole player standing up
First I looked into Valves 'mp_coop_lobby_3', but did not like the camera part.
So I decided to create a simple room with 2 identical vents and try out the best solution.
I ended up with 'trigger_catapult' and 'info_target' and of course crouching players.
Works very well with 'trigger_catapult' speed at 400 units/second.
In my experience it does matter if players are crouching or not. (not only in corners!)
- For Each corner I used 4x 'trigger_catapult'
- In 2D view (looking from the side) I used every 3rd line of the corner.
Regards
PortalCombat
Player stept into a trigger under the vent:
The camera activates and the tractrain starts to move. People see themselfs going through the tubes, and after a certain amount of time I teleport the player, disable the camera and I'm done
Attached is an example vmf...
Just to note, there are some outputs on the last path_track entity, and they are important.
Rob.
Valve made a model with an animation for their camera in the tuberide map. This works best, but is not realizable for normal mappers. Just use tracktrains. At corners they will "jump" a bit around because they cant make round curves but it's the only way besides tubes with player clips.
Skotty wrote:
If you want to make tubes where the player gets sucked in, use point_viewproxy or make it with clip brushes. The tube models themselves are not made for players.Valve made a model with an animation for their camera in the tuberide map. This works best, but is not realizable for normal mappers. Just use tracktrains. At corners they will "jump" a bit around because they cant make round curves but it's the only way besides tubes with player clips.
If anyone wants to know what the model is, it's a box with pink and black checkerboard.
And the point_viewproxy is a great way to immobilize the player.
Robdon wrote:
lpfreaky beat me to it, while I knocked up an example, but yeah, viewcontrol doesn't get you stuck anywhere and Im not having any problems with it sticking or performance....Attached is an example vmf...
Just to note, there are some outputs on the last path_track entity, and they are important.
Rob.
I like the way that that looks, and works except that it can only happen once. I'm using it in a map where the play can get sucked up by the vent and then is returned to the room, so I have to make it work multiple times.
and instead of a view control, could you just parent the player to the track train.... that way they still have their portal gun... and they wouldn't get stuck, because at the time they aren't able to move anyways
BenVlodgi wrote:
Robdon wrote:lpfreaky beat me to it, while I knocked up an example, but yeah, viewcontrol doesn't get you stuck anywhere and Im not having any problems with it sticking or performance....
Attached is an example vmf...
Just to note, there are some outputs on the last path_track entity, and they are important.
Rob.
I like the way that that looks, and works except that it can only happen once. I'm using it in a map where the play can get sucked up by the vent and then is returned to the room, so I have to make it work multiple times.
and instead of a view control, could you just parent the player to the track train.... that way they still have their portal gun... and they wouldn't get stuck, because at the time they aren't able to move anyways
To make it repeatable, then just change the trigger at the start from a trigger_once to a trigger_multiple, and also add an extra output in the last path_track to reset the train to the start position
OnPass:Dvent1_Move:StartBackward:0.03:No
That will then make it so you can go back to the start and ride it again...