Yandros on 4/5/2013 at 17:55
I have it mostly working, but there is the usual issue with the player's rotation & velocity being carried into the camvator sequence, so you can actually be locked in a spin while being carried along. It's fine if you trigger the sequence while the player is standing still (i.e. by frobbing a button) but not always if you walk into it (i.e. via a BoundsTrigger). Let me try a few things before I upload it.
Marzec on 4/5/2013 at 18:03
Good to hear about this issue. An invisible temporary spider-"trap" wouldn't be an easy soulution? :)
Lady Rowena on 4/5/2013 at 19:26
I don't know if this has anything to do with this thread, but anyway...
I wonder if it is possible to have Garrett looking at the ceiling, at the start of the mission, as if he was lying in bed.
Yandros on 4/5/2013 at 20:45
Sure, just rotate the starting point to face the ceiling (put 90 on Bank or Pitch, whichever one works).
kdau on 4/5/2013 at 21:22
Quote Posted by Yandros
Sure, just rotate the starting point to face the ceiling (put 90 on Bank or Pitch, whichever one works).
That strangely doesn't work. Something happens just after spawning that discards the pitch and bank components of the starting point's rotation - you start out correctly, but immediately reorient to (desired_H, 0.0, 0.0). I wanted to do this for A Nice Game of Chess, so Garrett would start out looking slightly down at the game table, so I tried triggering TrapMoveRelative on the player a few milliseconds after Sim. That is much, much worse: the entire control system reorients itself, making all movements upside down and backwards (in the looking-up case), and the player's physics model skids jerkily along the floor. The resulting vertigo would have been ideal for a Crap Contest mission, actually. :erg:
Lady Rowena on 4/5/2013 at 22:57
Yandros, kdau is right, it doesn't work, I have already tested it before asking. Oh well, it was just a fancy idea, not that important. :)
Yandros on 4/5/2013 at 23:10
Interesting... I was of course hypothesizing that it would work, and am surprised that it doesn't.
You could always start the player in a copy of the starting room rotated 90°, then fade out and back in and move him to the actual starting point while the screen is black, as if he blinked and sat up in bed.
Lady Rowena on 5/5/2013 at 00:04
Quote Posted by Yandros
Interesting... I was of course hypothesizing that it would work, and am surprised that it doesn't.
You could always start the player in a copy of the starting room rotated 90°, then fade out and back in and move him to the actual starting point while the screen is black, as if he blinked and sat up in bed.
That is an interesting idea. Unfortunately I have already too many things going on at the start of the mission. Actually Garrett starts in a black room, because I want the player to read a book/briefing as soon as the mission starts. But I can't copy the room, too complicate because of the situation. :erg:
Yandros on 5/5/2013 at 03:27
I understand. But hearing you speak of working on a mission that is complicated makes me drool with anticipation. :D
It's been a long time since we had a new masterpiece from Lady Rowena.
Ok, I'm still working but the problem is winning. It's the same problem with using TrapKillEvents that is seen when you die in my Hammerite Deathmatch mission, if you have sideways momentum when the keyboard input is killed, then you go into a spin during the timeout. And when input is restored, your movement in that direction is locked until you hit the key again. I tried lots of things back then to negate it, to no avail, but I'm trying a few new things now. If I'm not successful soon I'll go ahead and release the demo anyway.
gigagooga on 5/5/2013 at 10:36
Quote Posted by Yandros
Ok, I'm still working but the problem is winning. It's the same problem with using TrapKillEvents that is seen when you die in my Hammerite Deathmatch mission, if you have sideways momentum when the keyboard input is killed, then you go into a spin during the timeout. And when input is restored, your movement in that direction is locked until you hit the key again. I tried lots of things back then to negate it, to no avail, but I'm trying a few new things now. If I'm not successful soon I'll go ahead and release the demo anyway.
I'm sure it will be helpful for me, were it working or not