Implementing a "wake up" camera sequence
I'm mostly interested to hear what a good way to do this in Hammer is without necessarily trying to sort through and decompile maps from the game to find it. Any experts out there have advice on this?
Thanks, and I look forward to sharing whatever maps I build with the community in the future!
It's the same general method, but the model might not be called blackout in Portal 2. So try to find that camera motion model and then try to follow the tutorial.
The player is teleported to the map after the animation has finished (the player was in a black room previously) and the camera is then disabled and removed from the map.
If that sounds confusing.. here's these instances...
knockout.7zPlace these inside your portal 2/sdk_content/maps/(your instance folder name here) and place these inside your map as instances. Make sure to remove any info_player_start that is in your map to get this to work at startup of the map.
To trigger the animation / knockout sequence: create a logic_auto and create a new output; 'OnMapSpawn -> 'name of your knockout.vmf instance' -> instance:knockout_start;Trigger
If you want the player to not get up at the start of the map, all you need to do is create a teleport that teleports to the black room (which is knockout_spawn.vmf) and trigger the knockout instance as above.
msleeper wrote:
Chickenmobile, I wish I could make you double community contributor...
You totally could.
Nacimota wrote:
msleeper wrote:Chickenmobile, I wish I could make you double community contributor...
You totally could.
DO IT!! I mean... Oh shucks :S
&
Thanks a lot for your continuous help!
Cave Johnson wrote:
Lab boys say that converting from purple to green may cause some side effects. You may or may not become more responsible and join the secret service.
Thank you people, this means a lot to me 
Fracture wrote:
EDIT: nevermind.
?
chickenmobile wrote:
Fracture wrote:EDIT: nevermind.
?
Nevermind that edit 
chickenmobile wrote:
Fracture wrote:EDIT: nevermind.
?
explanation: EDIT nevermind
But now that we are here, where in the heck is the ending text that says "End of Playtest" I can't find where that is to edit it.
Fracture wrote:
yeah, i misread what you meant about the logic .vmfBut now that we are here, where in the heck is the ending text that says "End of Playtest" I can't find where that is to edit it.
There's a parameter for it in global_ents and/or in departure_arrival_logic thingy
make sure to change it there 