Pneumatic diversity vents, player gets stuck

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BenVlodgi
633 Posts
Posted Nov 22, 2011
Hey there, I'm currently working on a map with diversity vents. First I made some instances to make the process go faster. but I've come across a problem. the player is getting stuck going around the same corner every time. Which doesn't make sense... because I'm using the same instance, but they still just stop. I'm thinking about instead whenever the player goes under the vent.. they get parented to an entity that will follow a track through the vents.
I was wondering if anyone else had come across this problem, and how you handled it. or if you tried making the player follow a track?
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spongylover123
944 Posts
Posted Nov 22, 2011
Replied 4 hours later
Valve made the player follow a camera
If I was doing this, I would make the player crouch the whole time
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BenVlodgi
633 Posts
Posted Nov 23, 2011
Replied 7 hours later

spongylover123 wrote:
Valve made the player follow a camera
If I was doing this, I would make the player crouch the whole time

I know in the dlc hub, the player is a camera parented to a track of sorts....
and the player still gets stuck in these instances even when crouching... they also dont need to crouch , the vents are big enough to fit the whole player standing up

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baca25
342 Posts
Posted Nov 23, 2011
Replied 33 minutes later
it is hard, buggy, and laggy when you try to make a player turn in a tube. Unless they are falling down into one...
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PortalCombat
306 Posts
Posted Nov 23, 2011
Replied 28 minutes later
I just tested some diversity vents myself, a few days ago.
First I looked into Valves 'mp_coop_lobby_3', but did not like the camera part.

So I decided to create a simple room with 2 identical vents and try out the best solution.
I ended up with 'trigger_catapult' and 'info_target' and of course crouching players.
Works very well with 'trigger_catapult' speed at 400 units/second.

In my experience it does matter if players are crouching or not. (not only in corners!)

  • For Each corner I used 4x 'trigger_catapult'
  • In 2D view (looking from the side) I used every 3rd line of the corner.

Regards
PortalCombat

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Lpfreaky90
2,842 Posts
Posted Nov 23, 2011
Replied 1 hour later
I used a point_viewcontrol, parented to a func_tractrain.
Player stept into a trigger under the vent:
The camera activates and the tractrain starts to move. People see themselfs going through the tubes, and after a certain amount of time I teleport the player, disable the camera and I'm done :wink:
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Robdon
204 Posts
Posted Nov 23, 2011
Replied 2 hours later
lpfreaky beat me to it, while I knocked up an example, but yeah, viewcontrol doesn't get you stuck anywhere and Im not having any problems with it sticking or performance....

Attached is an example vmf...

Just to note, there are some outputs on the last path_track entity, and they are important.

Rob.

Attachments
vents.zip
0.00 MB 42 downloads
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Skotty
671 Posts
Posted Nov 23, 2011
Replied 1 hour later
If you want to make tubes where the player gets sucked in, use point_viewproxy or make it with clip brushes. The tube models themselves are not made for players.

Valve made a model with an animation for their camera in the tuberide map. This works best, but is not realizable for normal mappers. Just use tracktrains. At corners they will "jump" a bit around because they cant make round curves but it's the only way besides tubes with player clips.

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spongylover123
944 Posts
Posted Nov 23, 2011
Replied 6 minutes later

Skotty wrote:
If you want to make tubes where the player gets sucked in, use point_viewproxy or make it with clip brushes. The tube models themselves are not made for players.

Valve made a model with an animation for their camera in the tuberide map. This works best, but is not realizable for normal mappers. Just use tracktrains. At corners they will "jump" a bit around because they cant make round curves but it's the only way besides tubes with player clips.

If anyone wants to know what the model is, it's a box with pink and black checkerboard.
And the point_viewproxy is a great way to immobilize the player.

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BenVlodgi
633 Posts
Posted Nov 23, 2011
Replied 4 hours later

Robdon wrote:
lpfreaky beat me to it, while I knocked up an example, but yeah, viewcontrol doesn't get you stuck anywhere and Im not having any problems with it sticking or performance....

Attached is an example vmf...

Just to note, there are some outputs on the last path_track entity, and they are important.

Rob.

I like the way that that looks, and works except that it can only happen once. I'm using it in a map where the play can get sucked up by the vent and then is returned to the room, so I have to make it work multiple times.
and instead of a view control, could you just parent the player to the track train.... that way they still have their portal gun... and they wouldn't get stuck, because at the time they aren't able to move anyways

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Skotty
671 Posts
Posted Nov 23, 2011
Replied 11 minutes later
You cant parent players to anything. Not without creating glitches. (It never worked in HL2 and following games).
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Robdon
204 Posts
Posted Nov 23, 2011
Replied 1 hour later

BenVlodgi wrote:
Robdon wrote:

lpfreaky beat me to it, while I knocked up an example, but yeah, viewcontrol doesn't get you stuck anywhere and Im not having any problems with it sticking or performance....

Attached is an example vmf...

Just to note, there are some outputs on the last path_track entity, and they are important.

Rob.

I like the way that that looks, and works except that it can only happen once. I'm using it in a map where the play can get sucked up by the vent and then is returned to the room, so I have to make it work multiple times.
and instead of a view control, could you just parent the player to the track train.... that way they still have their portal gun... and they wouldn't get stuck, because at the time they aren't able to move anyways

To make it repeatable, then just change the trigger at the start from a trigger_once to a trigger_multiple, and also add an extra output in the last path_track to reset the train to the start position

OnPass:Dvent1_Move:StartBackward:0.03:No

That will then make it so you can go back to the start and ride it again...