controlling the player's movement

UltraProAnti

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is there a way of constraining the player to a certain point (i.e. some kind of control volume) while preserving the HUD and ability to see/use weapons? ideally a control volume or point that can be parented to a moving entity

i'm trying to make a farcry-style flying fox btw, and point_viewcontrol + trigger_teleport is less than satisfying
 
Eh.

You can parent the player to things, I know that.

What happens if you parent them to whatever you want and kick in the viewcontrol and use that to freeze the player?

Or a game_ui and that way you can use the movement keys to trigger stuff.
 
hm, i don't see how you can parent the player to things when info_player_start appears to have no parent field:

http://developer.valvesoftware.com/wiki/Info_player_start

another method i've tried is using a prisoner pod (made invisible by setting the start/fade distances to 0/1 respectively), but while it allows you to look around about 90deg, allows the HUD and carries you, it won't allow weapons to be used or drawn
 
Well, the player spawn point is not the same entity as the player, but both of them can be parented. The people who maintain the Wiki, tragically, don't use the right FGD. Send a SetParent input to player or !player.

There's also an entity player_speedmod that can be used to freeze player movement in time (input ModifySpeed, parameter 0).
 
ok i installed your custom FGD and i see the parent setting now. groovy

so, sending a setparent input to the !player will attach it to whatever until it receives a clearparent input?
 
incidentally, i noticed that you still have the parent parameter in the prop_vehicle_prisoner_pod. this doesn't work, at least not as expected. source treats this 'vehicle' as a phys entity, hence it needs a phys_* entity to constrain it to whatever you want it attached to. parenting alone causes the thing to drop on map spawn to the bottom of the world (i.e. circa 16,000 units below the plane of the origin). it'll fall right thru any geometry. just thought you should know
 
SetParent to !player will attach our dear player, yes. He'll be kind of jumpy if he tries to move, but he shouldn't be able to change position.

When I was working constantly on the FGDs, I avoided NPCs, AI, and vehicles like Plague. Hate them. Way too many variables. Then Steam broke. :P
 
ok i've tried parenting the player but it appears source treats the player as a phys entity too so while the player is 'dragged' by the flying fox when it moves, he also drops to the ground, plus he can run the opposite direction to the flying fox direction of travel and remain stationery
 
So freeze him with game_ui. Then he can do nothing.
 
ok, but i don't want him not to be able to do anything. the effect i want is more like the player being 'harnessed' to the flying fox, so he can look around and shoot, but move with the FF

tbh i think what i'm after is a custom vehicle

or perhaps it's possible to activate a phys_constraint, with FF as entity 1 and the player as entity 2, since the player is treated as a phys object by source...
 
I would've gone with the player_speedmod all along. I heart it.
 
will player_speedmod still allow the player to be parented to a moving entity?
 
He should continue to move when something pushes him, just that any movement the player creates will be stopped.
 
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