Implementing a "wake up" camera sequence

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UsCobra11
272 Posts
Posted Jun 06, 2012
Replied 34 minutes later

Fracture wrote:
yeah, locating it is what i am having a problem with @_@

It's in the global_ents instance. Just edit the instance, find the game_text entities, and change them. Save the global_ents as something else.

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Fracture
797 Posts
Posted Jun 07, 2012
Replied 9 hours later
What? No I already know how to change it ....WHERE is it so i can change?! My retard browser can't find fuck all in my programs, all it knows is friggen documents. And I don't even see where it is hiding in the elevator room or shaft. Is it by the door? the screen? the tubes in the shaft? It's playing goddamn Hide'n'Seek and I don't like it. >:c
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El Farmerino
393 Posts
Posted Jun 07, 2012
Replied 17 minutes later
I believe the global_ents instance is a cubic instance separate to the elevator instances. I usually keep it near the elevators, but I don't know where you might have put it in your map...
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Fracture
797 Posts
Posted Jun 07, 2012
Replied 1 hour later
found it .... but I found no such parameter. I did however figure out how to remove what i wanted to change and i will just put together my own credits. :]
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Brainstone
401 Posts
Posted Jun 07, 2012
Replied 1 hour later
Your problems emerge from the fact that the "end of playtest"-text is neither located in the Global_ents nor in the elevator, but in the arrival_departure_transition.
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Fracture
797 Posts
Posted Jun 07, 2012
Replied 9 hours later
=_="
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Eternalz
24 Posts
Posted Feb 26, 2013
Replied 8 months later
Hey!

I was wondering if it is possible to do this in the middle of the map. In other words not at start of the map.
I want this to happen when the character falls and hits himself.

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ChickenMobile
2,460 Posts
Posted Feb 26, 2013
Replied 28 minutes later
The best way to implement this is to use an env_fade when the player hits the ground so then you can start the wake up sequence. As long as the player is in the general area that you black out, it will seem believable.

In the instances I posted on the first page (correct me if I'm wrong as it was around a year ago) come with a black room with a point_teleport. Teleport the player to this room when the fade finishes 'fading in' and then trigger the wakeup sequence.

The black room is used so then the two fades aren't noticeable from fadein to fadeout.

I suggest you open the instances to see how they work.

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Eternalz
24 Posts
Posted Feb 26, 2013
Replied 2 hours later
I don't understand why you have to teleport you character into a different room. I haven't done that and once the camera sequence is done I have a trigger which kills it but my character gets stuck and can't move or look around or do anything
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ChickenMobile
2,460 Posts
Posted Feb 26, 2013
Replied 5 hours later

I didn't actually put in the output to disable the camera once the sequence has finished, therefore here is some updated instances and an example map. You didn't even open the instance did you?

knockout-2.7z
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Eternalz
24 Posts
Posted Feb 27, 2013
Replied 13 hours later
Yes I did but I did not exactly understand why I still got stuck when I made the camera in the instance disabled after 10 seconds. I'm going to try what you posted, thanks for helping btw :smile:

Edit: That fixed my problem. Many thanks to the chicken! :smile: