gigagooga on 2/5/2013 at 11:32
I got this idea of spicing things up a bit by making Garrett to walk short distance while turning his view like 70 degrees to left, and also i'd like it to be uncontrollable by player.
Now, i have walking already covered, but i have basicly no idea how i could make the view to turn. Is there way to do this?
so how do i do it?
wasn't there some kind of script for it?
can i make Garretts view to go vertically too somehow?
I tried searching tutorials but didn't find anything i'm afraid.
LarryG on 2/5/2013 at 14:12
NV has a demo which includes a "drunken" walking player. I forget the name, but IIRC he is rotating the player ...
Yandros on 2/5/2013 at 14:22
The TrapMoveRelative script from tnhScript can affect the player's rotation and not just position. As for preventing them from stopping it, I'm not sure, if you use TrapKillEvents you can disable the mouse and keyboard during it, but if you're wanting the player to continue walking forward while they are turned, that's going to be tricky. To me this sounds better suited to a brief camvator-style sequence. Can you give us more details of what you're trying to do?
gigagooga on 2/5/2013 at 17:01
Quote Posted by Yandros
The
TrapMoveRelative script from tnhScript can affect the player's rotation and not just position. As for preventing them from stopping it, I'm not sure, if you use
TrapKillEvents you can disable the mouse and keyboard during it, but if you're wanting the player to continue walking forward while they are turned, that's going to be tricky. To me this sounds better suited to a brief camvator-style sequence. Can you give us more details of what you're trying to do?
I though about making invisible elevator to push Garrett forward along the event.
Situation where it happens is something like where Garrett stands still at first looking out of window and then turning facing to room, then takes few steps across the room and then mission starts to be playable.
Event takes place on second floor so it would be good to make Garrett to look also slightly downwards as if he's viewing the street rather than the opposite building.
This would work as short briefing to mission aswell with Garrett talking through the event.
Nameless Voice on 2/5/2013 at 22:53
You could just use a camvator sequence for that. You'll need to use a locked remote camera to affect up-down viewing angle.
gigagooga on 3/5/2013 at 07:11
Quote Posted by Nameless Voice
You could just use a camvator sequence for that. You'll need to use a locked remote camera to affect up-down viewing angle.
does it work the same time if elevator is moving Garrett?
btw, i have no idea how to work it so hopefully i'll find some tutorials about it :P
Yandros on 3/5/2013 at 11:58
I can try putting together a quick demo mission for you, but it will be this evening. The camvator part is pretty simple, but I will have to work on locking the player's view. Probably as simple as teleporting them with the teleport trap angled properly and then immediately disabling mouse and keyboard, but I need to work it out.
gigagooga on 3/5/2013 at 14:09
Thanks alot Yandros! :thumb:
Yandros on 4/5/2013 at 00:38
Will try to give it a go in a couple of hours when the kids are in bed. :cool:
Marzec on 4/5/2013 at 16:32
It's funny, but I'm also working with similar effect in my current project.
Just want to tell you, Yandros that more people are waiting to use your fresh examples :cheeky:
BTW. Nameless Voice, where is your "drunken" walking Garrett example???
It's (again) funny, but a couple days ago I had with my brother an FM idea connected with this ;) :cheeky: