How to rotate player?

Discussion in 'Mapping Questions & Discussion' started by lopidav, Jul 23, 2017.

  1. lopidav

    lopidav L1: Registered

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    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.
     
  2. Diva Dan

    aa Diva Dan hello!

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    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
     
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  3. henke37

    aa henke37

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    The source netcode model gives the client full control over their viewangle.
     
  4. lopidav

    lopidav L1: Registered

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    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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  5. Werewolf

    aa Werewolf Probably not a real Werewolf

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    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.
     
  6. lopidav

    lopidav L1: Registered

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    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.
     
  7. Werewolf

    aa Werewolf Probably not a real Werewolf

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    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.
     
  8. lopidav

    lopidav L1: Registered

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    I believe it can be simulated partly. It's already work a little in the map that I uploaded.
     
  9. Diva Dan

    aa Diva Dan hello!

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    The only way to skew a players vision like that is to rotate the teamspawn entity, but that comes with a lot of side affects. I would still give it a try.