Player constraint

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Fracture
797 Posts
Posted Feb 24, 2013
I need a way to make the player not move at all, not even their feild of vision, but still have use of their USE button so they can properly activate a controllable tank. Apparantly the trigger volume needed for the tank cannot be parented to anything or move around, otherwise the tank misbehaves. So the player must be forced to activate it by remaining completely stationery
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FelixGriffin
2,680 Posts
Posted Feb 24, 2013
Replied 3 hours later
Point_viewcontrol freezing the player. They can't move and their FoV is controlled by the camera.
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ChickenMobile
2,460 Posts
Posted Feb 25, 2013
Replied 6 hours later

Fracture wrote:
Apparantly the trigger volume needed for the tank cannot be parented to anything or move around, otherwise the tank misbehaves. So the player must be forced to activate it by remaining completely stationery

Isn't there a way to force the player to use the tank? - Some sort of output.

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Fracture
797 Posts
Posted Feb 25, 2013
Replied 2 hours later
yes actually i just find out about +use and -use.
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CamBen
973 Posts
Posted Feb 25, 2013
Replied 7 hours later
Make the player start for a few split seconds inside a dark black room, make a logic_auto and servercommand make the player +use, then teleport them back and make the player -use. I have an instance made of a portal 1 elevator in a room that I'm using for my gravity gun maps, and it already has it built in.
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TopHATTwaffle
113 Posts
Posted Feb 25, 2013
Replied 1 hour later
If they need control of items, but need their view constrained. You should be able to use a point_viewcontrol to prevent their view from moving. Then so they have control of things, you can use a game_UI. They then can use WASD M1 M2 (And I think some other keys) to control various things in your level.
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FelixGriffin
2,680 Posts
Posted Feb 25, 2013
Replied 30 minutes later
Game_ui gives you WASD, M1, M2, a gamepad joystick and some sort of analogue attack button I don't really understand. A func_button in front of them gives you E, which you can route through a user input of the game_ui, and a logic_playerproxy gives you SPACE, CTRL, and whether a portal shot succeeded or not. That's almost everything the game's code itself uses, and keybindings can get you anything else you want.
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Fracture
797 Posts
Posted Feb 25, 2013
Replied 3 minutes later
sweet, good to know, thanks
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Fracture
797 Posts
Posted Mar 04, 2013
Replied 7 days later
I see that the playerproxy doesn't support enabling and disabling to itself. Is there a way around this? I also am guessing the CTRL button is supposed to be the flashlight?
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FelixGriffin
2,680 Posts
Posted Mar 04, 2013
Replied 1 hour later
No, CTRL is Duck (or cancel gel effects). And you can route the inputs through relays with similar names and use a wildcard to enable/disable them all.
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Fracture
797 Posts
Posted Mar 04, 2013
Replied 15 minutes later
Oh, I always use shift for ducking/crouching, no wonder it wasn't working.