Free Midair Movement

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Brainstatic
219 Posts
Posted Feb 28, 2012
Long story short, I'm looking to allow the player to move freely in any direction within a vertical shaft. In other words, I want noclip except slower and without the ability to pass through solid brushes.

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.

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CamBen
973 Posts
Posted Feb 28, 2012
Replied 20 minutes later
deplete the gravity. then, increase the movement speed somehow
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FourthReaper
356 Posts
Posted Feb 28, 2012
Replied 9 minutes later
Perhaps you should just succumb to giving players noclip and add trigger_catapults (you know, the things in faithplates) to shoot them back from the walls. Hacky, but it'd work. :wink:

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...)

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CaretCaret
290 Posts
Posted Feb 28, 2012
Replied 7 minutes later
Sounds like swimming almost...Just a thought.
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Lpfreaky90
2,842 Posts
Posted Feb 28, 2012
Replied 21 minutes later

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 :sad:

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Brainstatic
219 Posts
Posted Feb 28, 2012
Replied 2 hours later

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!

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Spam Nugget
492 Posts
Posted Feb 29, 2012
Replied 5 hours later
Just make sure the player doesnt drown....may want to enable god mode or something
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Pitkakorvaa
200 Posts
Posted Feb 29, 2012
Replied 3 hours later

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 :sad:

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?

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ChickenMobile
2,460 Posts
Posted Feb 29, 2012
Replied 1 hour later
I remember I made a rocket-race map for hl2dm where you had a speedmod to change the player's speed while in the water imitating noclipping.

Very sure the player can drown though.

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CamBen
973 Posts
Posted Feb 29, 2012
Replied 9 hours later
before adding a trigger_hurt, my toxic water is perfectly safe, and I can shoot portals on the underwater surfaces.
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Brainstatic
219 Posts
Posted Feb 29, 2012
Replied 18 minutes later

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.

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spongylover123
944 Posts
Posted Feb 29, 2012
Replied 55 minutes later
use buddha, it's not a cheat command, but the player will still recieve damgage
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Pitkakorvaa
200 Posts
Posted Mar 01, 2012
Replied 11 hours later

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.

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Groxkiller585
652 Posts
Posted Mar 01, 2012
Replied 4 minutes later

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.

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josepezdj
2,386 Posts
Posted Mar 01, 2012
Replied 10 minutes later

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.

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FourthReaper
356 Posts
Posted Mar 01, 2012
Replied 1 minute later

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. :thumbup:

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...

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Pitkakorvaa
200 Posts
Posted Mar 01, 2012
Replied 1 minute later

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.

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CamBen
973 Posts
Posted Mar 01, 2012
Replied 11 hours later

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.

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CamBen
973 Posts
Posted Mar 01, 2012
Replied 5 minutes later
oops double submit
darn how do I delete this?