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Discussion in 'Mapping Questions & Discussion' started by Geuel, Mar 5, 2008.
How would I hinder movement for players as if to simulate wading through waste-deep water?
I thought water already slows you down?
Maybe a weak trigger_push... would probably be uni-directional though, so wouldn't work. Forget everything I just said
So, I guess I need to learn to make water then. I was also wondering about slowing people down for non-water environments.
This is just some planning for my ctf_hedge_maze map. Thinking of having openings you can "shimmy" through, and I wanted to kinda simulate that with some slowdown.
Haven't used it before, but try trigger_vphysics_motion. I'm pretty sure you can use that to affect the player's movement.
edit: Actually, the wiki says it's for HL2. Don't know if it'll work in TF2, but it's worth a try anyways. http://developer.valvesoftware.com/wiki/Trigger_vphysics_motion
Might want to post in this thread: http://tf2maps.net/showthread.php?t=1144 since they're working out other unusual stuff with entities there.
Good call, thanks =)
Players move slower while they are crouching, maybe make them crawl through an opening?
You don't even need an opeining, you can force the player to crouch by using a client_command entity and a trigger brush that fires "+crouch"
Interesting. However, I'd have to experiment a bit for that to work on tops of the hedges, but that might just work.
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