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RhymeOfRime

Need a helicopter pilot!

24 posts in this topic

tacg7n7g1tsad1f0p1371pnn54_chopper_test.

tacg7n7g1tsad1f0p1371pnn54_chopper_test2

tacg7n7g1tsad1f0p1371pnn54_chopper_test3

I designed a pilot-able chopper :P . I will make a new map that let players make use of this chopper to accomplish objectives. Right now it is just a alpha test on the chopper.

The controls are not "linear" like most of vehicles in hl1; player has to lift, rotate and forward the chopper in order to fly. Thus a player needs a good piloting skill to manipulate the chopper's motion xD.

Lift: hold right key

Left: a

Right: d

Forward: w

Backward: s

Chopper entrance: left hand, first door; press E to enter/exit

Download:

https://www.dropbox.com/s/80m8e3cd1yhm061/choper_test.zip?dl=0

Objective:

See the platform? Go up there!

tacg7n7g1tsad1f0p1371pnn54_chopper_test4

Problem:

I parented exit point to the chopper so player can exit at place where the chopper progresses.

Since Im using view control entity to connect player's view to the chopper while piloting, the view control skews the player's eye level when the player exits if the choppers not perfectly stabilized. Like above, I exit while the chopper not standing straight up and that synthesizes my eye camera and exit point's angle(parented to the chopper), which is not upright at the time when i exit.

I tried using phys_keepupright entity to fix exit point's angle but it doesnt work (or maybe I dont know how to use it?)

Need help plllllzzz!!! :mad:

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You could (maybe) fix the camera issue by quickly switching to a different perfectly aligned camera and then disabling it. Cool stuff btw, I love I/O magic like that.

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You could (maybe) fix the camera issue by quickly switching to a different perfectly aligned camera and then disabling it. Cool stuff btw, I love I/O magic like that.

I tried as u said but still not working. :o Thx tho.

I found that it's not about the camera's problem. It's because of teleporting manner; I setup a little room for player to stay during piloting and player goes to the room when he presses chopper button. Then when he exits the chopper, he will be teleported back nearby. A target entity is parented to the chopper as a exit point. But since the target is parented to chopper and gets rotated along with chopper during flight, its angle changes and when player trying to exit, player's view point aligns with the unaligned exit point.

I know a map called nmo_greendale which has drivable trucks for players and it did well on solving camera alignment problem. I wonder how it does that. :huh:

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I think it wasn't much of an issue for greendale after he made the trucks keepupright. That's not an option for you of course.

What I wonder though, what happens if you do addoutput angles 0 0 0 on the player?

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m8ion3nlkis63noavj33alhig7_chopper_test5

m8ion3nlkis63noavj33alhig7_chopper_test6

m8ion3nlkis63noavj33alhig7_chopper_test8

Helicopter being destroyed by a laser, I bailed out in mid air (and I die from free fall for sure) xD

Now the chopper can be damaged in different ways:

Tail destroyed: Unable to turn

Left steam engine destroyed: Disable left engine boost (balancing factor)

Right steam engine destroyed: Disable right engine boost (balancing factor)

Blade destroyed: Lifting factor disabled

Major damage(body): All factor disabled, chopper blows up after 4 secs or crushs to explode

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I think it wasn't much of an issue for greendale after he made the trucks keepupright. That's not an option for you of course.

What I wonder though, what happens if you do addoutput angles 0 0 0 on the player?

Lol game crashes. :mellow:

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Problem solved!

I teleport a func_physbox object to original exit point(parented) as a new exit point, then keepupright the object till player's teleportation is done. ;)

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I had a similar problem, solved it by just using a info_landmark(at the bottom middle of the trigger) and connecting it with the teleport trigger.

The keep angles flag isn't functional, but it works when done like above.

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I had a similar problem, solved it by just using a info_landmark(at the bottom middle of the trigger) and connecting it with the teleport trigger.

The keep angles flag isn't functional, but it works when done like above.

But it doesnt have any key or flag option, except a "name". how do I "connect" it to the trigger?

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trigger_teleport has a field called "Local Destination Landmark". put the name of the landmark-entity in there, that's all it needs to work.

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trigger_teleport has a field called "Local Destination Landmark". put the name of the landmark-entity in there, that's all it needs to work.

Thanks man! It works!

Now I can remove some complicated entity interactions :P

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vg356qa7nc6ks67g762gr4tn06_nmo_mteverest

vg356qa7nc6ks67g762gr4tn06_nmo_mteverest

Im going to put my chopper in a new map - nmo_mteverest, where there will be whole lots of snow mountains for players to explore!

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vg356qa7nc6ks67g762gr4tn06_nmo_mteverest

vg356qa7nc6ks67g762gr4tn06_nmo_mteverest

Flying the chopper across geometries is really NOT easy, even though Im a good pilot :ph34r: .

The chopper will be optional to this level, but it s very useful to reach high lands thats full of supplies where players cannot go on foot.

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I managed to land on the helipad. But by chance. Had some bf style deaths. Noob pilot.

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I managed to land on the helipad. But by chance. Had some bf style deaths. Noob pilot.

xD

You are not alone, the old version was impossible to pilot. I added a balance factor to the chopper so player can control more easily. Now it's possible to turn chopper around without losing control, but still requires good piloting skill.

Also I designed a BF-final-stand-style railgun for fun. It s capable of taking down chopper too. lol

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Take off, turn around, look at zombie crowds, then head to the helipad.

I hammered three passenger seats so that more player can go along with pilot, if they thrust his piloting skill xD.

Video:

http://youtu.be/-iCuzrnqO5c

BF-FS style railgun, infinite ammo, long reload(will be 9-sec-reload as it is in battlefield). Not hand-carried tho. But I will make a weapon case that contains it so player can move it throughout mission. Not so efficient to kill zombie, but its fun. Try shoot the chopper.

Video:

http://youtu.be/EQofzpJFPy4

I was going to copy-n-paste missile launcher from Fadinglight_v4. But since I dont want to make zombie apocalypse into zombie warfare like COD, and also consider missile explosion's lagginess, so...forget about it. Railgun case will be an easter egg hiding somewhere and not easy to be found; hopefully that could preserve the apocalypse style.

Edited by RhymeOfRime

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Break the ice and free the zombie

It will fight for your side.

Keywords: frozen, let-it-go :huh:

Edited by RhymeOfRime

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cue59vb25c1m18n40naqk472o7_nmo_mteverest

cue59vb25c1m18n40naqk472o7_nmo_mteverest

Added a huge bridge... connect one side of a cliff to nowhere. It doesn't serve any purpose.

Player will be cut off at the middle by playerclip, nor the chopper could fly across it.

Need more complex lightings and texturings.

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