Controlable view Created 17 years ago2006-12-30 15:28:44 UTC by Madcow Madcow

Created 17 years ago2006-12-30 15:28:44 UTC by Madcow Madcow

Posted 17 years ago2006-12-30 15:28:44 UTC Post #207957
I am making a scene where you sit inside a chopper as a passenger and I don't want the player to move around inside the chopper, but I want him to be able to look around from the spot he sits on.
Point_viewcontrol won't work in this case as you can't control it.
But I've heard that an other entity can do it, but I'm not sure wich one, so if you know anything about how to pull this off please tell me about it.

Thanks!
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-12-30 15:33:44 UTC Post #207958
point_clientcommand and tell it to set setang 60 or whatever value you wish to restric the view angle to.
I've never it tried, by the way. I'm not sure how you would set it back to normal either! :D
Posted 17 years ago2006-12-30 16:29:04 UTC Post #207962
But the player would still be able to move around, right?
I need an entity which I can use instead of the player view (like a point_viewcontrol) but I want it to be controlable
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-01-02 19:06:17 UTC Post #208337
bump

I think you can do this using the same entity wich you use when you make brushbased vehicles.
There should be some kind of an entity wich makes a controlable view wich can be activated through an output
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-01-02 19:10:23 UTC Post #208338
I don't really see where the problem is. If the "setang" command works, your only problem would be to surround the player with an invisible door.
Posted 17 years ago2007-01-03 10:00:37 UTC Post #208417
Setang doesn't restrict the views, I tried it.

It just changed the view to whatever <pitch> <yaw> <roll> you entered.

But even if it would have restricted the views we couldn't have used it because the player would still have been enabled to jump and duck inside this invisible box.

Or have I missundertod your proposition?
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-01-03 11:00:05 UTC Post #208428
You want an entity that freezes the player in place but he can still look around right? I have a map that does that...If I can be assed I'll check it out.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-01-03 11:25:06 UTC Post #208430
Yeah, either that habboi, or an entity wich gives you a view (like point_viewcontrol) though it should be controlable.

Could you please have a look on how you did it? :)
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-01-03 18:01:03 UTC Post #208455
IDEA! Just box the player in no draw walls that move into place once hes in and are parented to the chopper
Posted 17 years ago2007-01-03 18:13:02 UTC Post #208459
If you would have read the other posts you would've known that the player would then be able to turn around 360, duck, jump(even though the ceiling is low enough) and walk, he wouldn't come anywhere by doing these stuff, but we don't want the player to be avable to do these things.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-01-03 19:32:00 UTC Post #208473
http://www.student.itn.liu.se/~mikha779/freshman/

The map is called Freshman, decompile it if you can cause it's late now otherwise MSN me.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-01-03 19:48:55 UTC Post #208474
ok, what you need to do is create a cube with rendermode texture, fx ammount 0, so it's invisible.

you need to make it a func_wall_toggle, and you need it to start invisible.

Place it in* your playerstart, and trigger it to toggle 0.01 seconds after the map loads, that way the player cant move at all, but can rotate his head.
  • it should NOT be hollowed. It will go "in" the player when it toggles.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-01-03 20:22:45 UTC Post #208476
well madcow i scanned over the other posts but read the problem itself. My idea is obviously also a last resort only ^^
Posted 17 years ago2007-01-04 12:57:02 UTC Post #208544
What you want is the entity:

player_speedmod

Trigger it to slow the player to 0 speed and he can't move.

OnStartTouch
Name
ModifySpeed
0.0
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-01-04 21:11:16 UTC Post #208619
Wouldn't that still leave the 360 tuning problem ?

OK, I have an idea ^^ (if Habboi's doesn't work)

Make a func_tank, and a point_viewcontrol parented to the end of the func_tank.
Put the func_tank in the chopper instead of the player

I just made a simple test and it seems to work ^^

I don't know the exact settings to stop the func_tank from turning all the way around, but I'm sure you can.
Posted 17 years ago2007-01-04 21:45:27 UTC Post #208622
he wants the player to be able to free look
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-01-05 08:15:35 UTC Post #208653
And I take 'two' birds with one stone. Zing.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-01-05 08:33:14 UTC Post #208659
Why dont you lock the player in a func_train box? Then when he needs to move again teleport the train away.
Posted 17 years ago2007-01-05 16:10:05 UTC Post #208690
I like slasher's idea combined with what pepper said.
I haven't downloaded the map habboi linked too yet though, I'm not on the computer on wich I have Steam etc..

The hunter's and habboi's ideas seems good and easy too, but they both has the 360 problem, and you can probably still duck and all that.
I've heard that if you put the player inside a solid, the player will either be teleported out or start shaking like mad.

I'll try to try all of your suggestions and report the results.

Thanks for your help :)
Madcow MadcowSpy zappin my udder
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