Funneling

What about werewolves?

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Funneling

Postby Ott » Sun Aug 17, 2014 8:29 pm

In Portal, there was an option called "Portal Funneling", where the player would be nudged toward the center of portals below them as they fell. How about having dives funnel the player as well? Trace forward, and if it hits something, do 4 or so more traces and nudge the player towards the nearest opening?
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Re: Funneling

Postby Black_Stormy » Sun Aug 17, 2014 8:59 pm

Mappers can overcome this by placing clip brushes in their maps. It would take a lot of work to get funneling into DA. Given that a quicker, easier, more flexible alternative exists, I don't think that this is really necessary.
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Re: Funneling

Postby Vino » Mon Aug 18, 2014 12:58 pm

In portal there was a well defined opening to funnel through, that being the portal. In da the openings are whatever random map geometry happens to be lying around. Detecting the opening is the hard part so that's why I haven't approached this yet.
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Re: Funneling

Postby clankill3r » Mon Aug 18, 2014 4:44 pm

Clip brushes are not the solution in so many cases. Also way to much work.
I was thinking of also having the trace lines or have a dive_hint brush entity.
Or have more control over the moves.

Like how I move here the first 10 seconds:


It's close to impossible to do that in dab.
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Re: Funneling

Postby Ott » Mon Aug 18, 2014 7:57 pm

+1 for the brush entity.
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