
MoooseGuy
Joined: Aug 10, 2008
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Posted: Nov 22, 2012 07:45 AM
Msg. 1 of 5
You might want another sleep_until at the end of that script, or its gonna recreate the elite and so on 30 times a second until you leave the trigger volume.
Honestly though, I have no idea what you're trying to do in this script.
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MoooseGuy
Joined: Aug 10, 2008
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Posted: Nov 22, 2012 08:06 AM
Msg. 2 of 5
Doing a first person camera set isn't going to help when it comes to controlling a biped. You will need to do some actual bump possession.
Now as far as I know, there is no way to check which team a player is on (unless OS does it), so you would have to make sure all the spawns for a given team are within a certain trigger volume, which I see you've figured out. The issue with trying to make this work in multiplayer is that the game doesn't know when exactly you've spawned, so unless you had all of, say, blue (elite) team spawn in some small room away from the battlefield, you will have issues with people randomly teleporting into the "biped room". If you already have all that figured out, there's the issue of the bump process itself. You would need to either have the player manually possess a biped, or have the biped walk into the player, before the player is teleported into the battlefield. So either you lose immersion, or you lose certainty that the AI would actually work, given the nature of AI in multiplayer. After all that, you still will have the same set of fp hands.
All in all, the idea of different bipeds for teams in multiplayer has been around for a while, but it is very clunky in application. I would weigh the options and determine if this is really worth it.
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porottaja
Joined: Aug 4, 2011
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Posted: Nov 22, 2012 10:20 AM
Msg. 3 of 5
I believe you need to use (camera_control 1) before (camera_set_first_person elite) to make it actually take the camera there.
And the command camera_set_first_person makes the biped invisible to make sure none of the first-person biped is shown.
This obviously won't help you achieve your goal, but at least you know why that wouldn't work. :)
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MoooseGuy
Joined: Aug 10, 2008
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Posted: Nov 22, 2012 11:23 AM
Msg. 5 of 5
The camera_control command is used anytime you want to do something with the camera.
camera_control true --- lets the game take control of the camera camera_control false --- puts the camera back in your first person
If you are doing debug_camera stuff, scripted camera points, or camera switching, you need to use camera_control in order for it to take effect or return to your viewpoint.
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