How to rotate player?

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lopidav

L1: Registered
Jul 9, 2017
11
2
I need to rotate player model and camera.
Tried:
- AddOutput "angles x x x": do not works on player;
- SetParent to rotating antity: works great with camera but don't rotate model and makes movement strange. In some time after start it brokes a game;
- logic_measure_movement: isn't helping;
- rotate_costum_player_model: works just with custum models, disable animations, don't change camera angle (or I just don't know how to properly set it up).
Please, help.
 

Diva Dan

hello!
aa
Mar 20, 2016
1,024
1,951
You can use a trigger_teleport to teleport the player to a certain entity. I believe one of the following makes you face whatever the entity is facing: try using point_teleport, info_target, or info_teleport_destination. Make sure the clients tab is checked under the flags of the trigger volume
 

henke37

aa
Sep 23, 2011
2,075
515
The source netcode model gives the client full control over their viewangle.
 

lopidav

L1: Registered
Jul 9, 2017
11
2
Looks like I'm bad in explaining.
More globally I need effect of rotated linked_portal_door. That include changing angles of player model, camera and gravity.
What I have so far is parenting player to entity and rotate this entity but it's slightly working:
 

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Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
What is it you're trying to do? Do you need to make sure all the players are the facing a certain direction so they see something in particular? If that's the case, you could use a training_annotation to draw people's attention to where you want them to look.
 

lopidav

L1: Registered
Jul 9, 2017
11
2
No.
Portal (game) have linked_portal_door entity that makes static portals. If one portal is rotated a bit and another is not it'll make looks like hole map is rotating when player goes througth this portals. A need a similar effect.
I want to able players to walk on the walls. That's the simplest explanation I can give.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
That can't be done in TF2. Portal's engine was adapted to do that because it's needed for that game. TF2 doesn't need that feature, so it's not included.

The closest you might be able to get is to actually rotate the world. Make it out of func_brush's and rotate it with a func_door_rotating. This might be doable in certain parts of a map, but making a whole map rotate would be a bad idea.