Copying movement?

Avatar
DoubleThinking
13 Posts
Posted Jul 09, 2012
I always see videos of that time travel stuff. I know it has something to do with world portals and I know a lot of mapping. But how they do stuff like you move a cube and in real time the other version from "older" time gets updated in real time. Do they use parenting or scripting?? Please give me a bit of a help here!
Advertisement
Registered users don’t see ads! Register now!
Avatar
FelixGriffin
2,680 Posts
Posted Jul 09, 2012
Replied 10 minutes later
Scripting, probably. Or try putting one room right above the other and using parenting, best with the reflection cubes which can't flip over.
Avatar
Lpfreaky90
2,842 Posts
Posted Jul 09, 2012
Replied 1 hour later
how about https://developer.valvesoftware.com/wik ... e_movement ?
Avatar
josepezdj
2,386 Posts
Posted Jul 10, 2012
Replied 8 hours later
Wouldn't it be better to give the threads a descripting name so anyone interested in knowing about the same subject can find the topic easier? just asking...
Avatar
DoubleThinking
13 Posts
Posted Jul 10, 2012
Replied 3 hours later

Lpfreaky90 wrote:
how about https://developer.valvesoftware.com/wik ... e_movement ?

Will try!

Avatar
DoubleThinking
13 Posts
Posted Jul 10, 2012
Replied 39 minutes later
Can I not use any of the 4 entity parameters? I only need Entity to Move and Movement Reference as it seems like. Or am I understanding something wrong here? Moving the Reference moves the Entity to Move but for what should I need the Entity to Measure and where to place it if it is an new entity?
Advertisement
Registered users don’t see ads! Register now!
Avatar
HMW
806 Posts
Posted Jul 10, 2012
Replied 5 hours later
You do need all four parameters.

Two are the entities that will move. Let's call them cube A and cube B, where cube A is moved around in room A by the player, and cube B mimics the movement of cube A in room B.

The other two parameters are static (non-moving) entities, that define a reference point in each room.

In this example, this is what each parameter does:

Entity to measure is cube A;

Measure Reference is a static point (for example, an info_target) placed in room A.

Movement reference is the corresponding static point in room B. It should be in the same relative position. (If Measure Reference is exactly centred in the room A, Movement reference must be exactly centered in the room B. Rotation matters!)

Lastly, Entity to move is cube B.

Probably the easiest way to get the idea, is to place two info_targets and two cubes, and set them up as described above. Then move the "entity to measure" cube around, and see what happens.