Free Midair Movement
I do have an idea in which I which the player's entry into the shaft would trigger a point_clientcommand to enable sv_cheats and noclip, and lower the sv_noclipspeed. Should the player get too close to a wall, the sv_noclipspeed would be set to zero and a game_ui would disable the keys for moving in any direction but forward, until a trigger_look detected that the player is looking at the center of the shaft.
Alternatively, I could probably figure something out with tractor beams enabled and disabled by a trigger_look at the top of the shaft and one at the bottom of the shaft, but I would like to make the zero-G volume invisible. As neither of these solutions are exactly ideal, the help of anyone with a simpler solution would be appreciated.
Just might want to update the wall design accordingly, though.
Also, if you don't like that idea, maybe trigger_push works with noclip. Worth a shot, right? (Or kill walls as a last resort...)
CaretCaret wrote:
Sounds like swimming almost...Just a thought.
That sounds like a very good idea o_O
Just create your own invisible water vmt...
That should do it.
@FourthReaper, you also noclip through trigger_catapults 
CamBen wrote:
deplete the gravity. then, increase the movement speed somehow
The only problem with that is that you wouldn't be able to move freely up or down. With the gravity at zero, the only way to move up would be to jump. And then you'd never come back down.
The invisible water is an excellent suggestion. I will see what I can do with that. Thank you!
lpfreaky90 wrote:
That sounds like a very good idea o_O
Just create your own invisible water vmt...
That should do it.@FourthReaper, you also noclip through trigger_catapults
You can't shoot portals underwater, right? And your trigger_catapult bounces you back even you have noclip enabled.
Spam Nugget wrote:
Just make sure the player doesnt drown....may want to enable god mode or something
Player can't drown in Portal 1/Portal 2?
Very sure the player can drown though.
CamBen wrote:
before adding a trigger_hurt, my toxic water is perfectly safe, and I can shoot portals on the underwater surfaces.
Any water will damage you eventually if you're under it for too long due to drowning damage. Godmode disables that, however.
CamBen wrote:
before adding a trigger_hurt, my toxic water is perfectly safe, and I can shoot portals on the underwater surfaces.
I am talking about shooting portals while being underwater, you can't do that.
BOB74j wrote:
CamBen wrote:before adding a trigger_hurt, my toxic water is perfectly safe, and I can shoot portals on the underwater surfaces.
Any water will damage you eventually if you're under it for too long due to drowning damage. Godmode disables that, however.
This is untrue in Portal and Portal 2. You can swim in the liquid (submerged) for an infinite amount of time without damage taken. If you could still take damage VALVe would have simply used that as the reason you die in toxic pits (by editing the time and amounr of damage done) and not by trigger_hurts.
Groxkiller585 wrote:
This is untrue in Portal and Portal 2. You can swim in the liquid (submerged) for an infinite amount of time without damage taken. If you could still take damage VALVe would have simply used that as the reason you die in toxic pits (by editing the time and amounr of damage done) and not by trigger_hurts.
Well, Grox, I can remember clearly I tried to stay drown in a non-toxic (without a trigger_hurt in it) slime and getting hurt if I didn't come up to the surface...
But anyway, I'm curious... I'll recheck again this evening.
Pitkakorvaa wrote:
I am talking about shooting portals while being underwater, you can't do that.
True. But maybe OP doesn't need to be able to shoot under water. And if he does, maybe the vmt has a variable that disables shooting that can simply be removed...
As for the things you say here, they pretty much all seem right.
Groxkiller585 wrote:
You can swim in the liquid (submerged) for an infinite amount of time without damage taken. If you could still take damage VALVe would have simply used that as the reason you die in toxic pits (by editing the time and amounr of damage done) and not by trigger_hurts.
Could also be a variable in the vmt. Worth checking out, if only I had the time...
Also, they have normal heel-high water that shouldn't hurt the player so that's probably why they depend on trigger_hurt to do the killing. Seems silly if VALVe can't program that...
Groxkiller585 wrote:
This is untrue in Portal and Portal 2. You can swim in the liquid (submerged) for an infinite amount of time without damage taken. If you could still take damage VALVe would have simply used that as the reason you die in toxic pits (by editing the time and amounr of damage done) and not by trigger_hurts.
Err, I was saying same on my previous post, but I tested it and went underwater and after shot time, hud started to shake and made noises like drowning, unsure does player die thought, didn't wait for that long.
Pitkakorvaa wrote:
CamBen wrote:before adding a trigger_hurt, my toxic water is perfectly safe, and I can shoot portals on the underwater surfaces.
I am talking about shooting portals while being underwater, you can't do that.
I would post a video... but anyway, that what I mean. i can shoot portals:
above the water when I'm underwater.
underwater when I'm underwater
underwater when I'm above water.
etc.
darn how do I delete this?