Half-Life 2: Deathmatch

Half-Life 2: Deathmatch

Peter Brev Feb 11, 2018 @ 11:25am
Creating non-Euclidean geometry in HL2DM.
Decided to see what I could do with non-Euclidean geometry since only Portal 2 has linked_portal_door.

https://www.youtube.com/watch?v=mak9FZp9Z0w&
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Showing 1-11 of 11 comments
gtamike_TSGK Feb 11, 2018 @ 12:05pm 
You can teleport players with only just 1 trigger.

trigger_multiple
OnTrigger > !activator > AddOutput > origin 0 0 0

Place another trigger where you want the player to be teleported and copy the origin numbers and delete that trigger. Place the origin number info in the first trigger output (origin 0 0 0) and test.
Last edited by gtamike_TSGK; Feb 11, 2018 @ 12:27pm
Peter Brev Feb 11, 2018 @ 12:29pm 
Originally posted by gtamike_TSGK (on holiday):
You can teleport players with only just 1 trigger.

trigger_multiple
OnTrigger > !activator > AddOutput > origin 0 0 0

Place another trigger where you want the player to be teleported and copy the origin numbers and delete that trigger. Place the origin info in the first trigger output (origin 0 0 0) and test.
That was something I tried 2 years ago but did not transition properly from one area to another without actually seeing it (kinda had your view shaking?).

I prefer the trigger_teleport way with its off-set parameter, had more success.
Last edited by Peter Brev; Feb 11, 2018 @ 12:30pm
gtamike_TSGK Feb 11, 2018 @ 12:55pm 
Originally posted by speedvoltage:
Originally posted by gtamike_TSGK (on holiday):
You can teleport players with only just 1 trigger.

trigger_multiple
OnTrigger > !activator > AddOutput > origin 0 0 0

Place another trigger where you want the player to be teleported and copy the origin numbers and delete that trigger. Place the origin info in the first trigger output (origin 0 0 0) and test.
That was something I tried 2 years ago but did not transition properly from one area to another without actually seeing it (kinda had your view shaking?).

I prefer the trigger_teleport way with its off-set parameter, had more success.
Works perfectly for players (used alot in my lost base map) but works very bad for teleporting things like sprites or weapons etc.
Last edited by gtamike_TSGK; Feb 11, 2018 @ 12:58pm
Peter Brev Feb 11, 2018 @ 1:03pm 
I'll give it another shot soon enough. I'm quite interested in remaking the endless stairwell from Antichamber.
gtamike_TSGK Feb 11, 2018 @ 1:13pm 
I guess the only con is that you can't rotate/turn the player unless you want to have sv_cheats 1 on.
Peter Brev Feb 11, 2018 @ 1:35pm 
It was an experiment I was interested in doing again because Portal 2 and Antichamber had me impressed on non-Euclidean geometry and I'm a fan of optical illusions; so 2 years ago I looked at how I was going to do this in HL2DM and was not 100% successful but managed to do something. I was willing to give it a try again, though. I'm pretty happy with the results. Whether we use teleports, origins or anything else, as long as it works, we're good :)
Last edited by Peter Brev; Feb 11, 2018 @ 1:36pm
gtamike_TSGK Feb 11, 2018 @ 2:11pm 
Originally posted by speedvoltage:
It was an experiment I was interested in doing again because Portal 2 and Antichamber had me impressed on non-Euclidean geometry and I'm a fan of optical illusions; so 2 years ago I looked at how I was going to do this in HL2DM and was not 100% successful but managed to do something. I was willing to give it a try again, though. I'm pretty happy with the results. Whether we use teleports, origins or anything else, as long as it works, we're good :)
Good stuff :thumbs:
Peter Brev Feb 12, 2018 @ 12:45pm 
Here we go for Antichamber's endless stairwell, a well spent afternoon:
https://www.youtube.com/watch?v=a80QPqkkgl0&
gtamike_TSGK Feb 13, 2018 @ 7:20am 
Was fun to watch
Peter Brev Feb 13, 2018 @ 7:32am 
Appreciated.
[B.n.B] Steve Feb 13, 2018 @ 7:40am 
Very nice
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Date Posted: Feb 11, 2018 @ 11:25am
Posts: 11