u/ReasonablePlane8893

[Continuation] RE1-styled fixed cameras.
▲ 9 r/hammer

[Continuation] RE1-styled fixed cameras.

Thanks to Pinsplash for the suggested change to the cameras to make them seamless!

This primarily shows off how a map made using this kind of system would function

The map now has a manually-created navmesh, the survivor bots (but not the infected) bug out heavily due to the fixed camera, which required me to remove them and add in a way to detect the amount of human players when the map starts.

Commands run by the point_servercommand:
nb_delete_all (to delete the bots)

survivor_friendly_fire_factor_easy 0
survivor_friendly_fire_factor_normal 0 (down from 0.1)
survivor_friendly_fire_factor_hard 0.1 (down from 0.3)
survivor_friendly_fire_factor_expert 0.3 (down from 0.5)

z_tank_damage_slow_max_range 0 (down from 400)
z_tank_damage_slow_min_range 0 (down from 200)
z_tank_speed 105 (down from 210)

z_witch_health 500 (down from 1000)
z_witch_burn_time 10 (down from 15)
z_witch_flashlight_range 0 (down from 400)

z_common_limit 60 (up from 30)
z_jockey_limit 0
z_charger_limit 0
[SOLO] z_hunter_limit 0
[SOLO] z_smoker_limit 0

These changes I think are for the better due to the artificial difficulty provided by the fact that aiming is literally shooting, readjusting, then repeating until you hit your target(s)

If you have any suggested changes to these cvars I will happily consider them (Might make it so the hunter can spawn in solo lobbies)

youtu.be
u/ReasonablePlane8893 — 19 hours ago
▲ 14 r/hammer+1 crossposts

Resident Evil 1-styled fixed cameras in L4D2

Been testing out the idea of making a Left 4 Dead 2 Map designed around fixed camera angles like the ones seen in Resident Evil 1.

I use a point_servercommand to give all survivor primaries lasers since from my playtesting aiming is quite difficult.

I use a Point_viewcontrol_survivor to the survivors can still take damage as normal while affecting their camera angle. The map uses a series of triggers which are spaced exactly 32 hu apart, this means that when a survivor moves into a new trigger their camera is moved to the new camera angle.

One thing I can't solve is how to make it so it doesn't switch to first person for a few frames when switching camera angles, since from my testing having the triggers too close causes the camera to switch to first person.

youtu.be
u/ReasonablePlane8893 — 1 day ago