Portal 2 - point_viewcontrol

Any aspects of level design for the Source engine.

Portal 2 - point_viewcontrol

Postby Kizzycocoa on Tue Nov 19, 2013 12:31 pm

I'm having some issues with the point_viewcontrol entity. I have a map file here to demonstrate my issue:

https://dl.dropboxusercontent.com/u/392 ... RAHELP.vmf

Basically, I want the user's view to glide to the second point_viewcontrol via the first, and then, the second take control and move forward, into the small house.

So far, I've got the second half sorted, but I'm having major issues with the first. it just, won't glide from the player's vision to the first point_viewcontrol.

The problem is, the player could click the house at any angle, so I absolutely need it to work for both the left and right sides of the house. I've tried it with just one camera, but the view doesn't stick to the "track". it veers off track, cutting into the geometry.

Any ideas what I should do?
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Re: Portal 2 - point_viewcontrol

Postby smashballs on Sat Jun 14, 2014 1:50 pm

I haven't done much with view control entities , if any thing at all with them but I thought I might say maybe you can parent these view controls to func_tanktrains or you can use something as easy as func_movelinears so the view is locked on the path the brush entity is moving. Then from there you can make the views switch from one track to the next to reach the house, I don't think this would be very smooth though but its the best I got as for now.
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