help plz?
Help with rotating
An "Open" input (sent by the button) will start the rotation. Lock the button when it has been pressed down.
Add the following outputs on the func_door:
OnFullyOpen > "the rotating entity" > ClearParent
OnFullyOpen > "the func_door_rotating entity" > Close
OnFullyClosed > "the rotating entity" > SetParent > "the func_door_rotating entity"
OnFullyClosed > "the button" > PressOut (or Unlock)
The func_door_rotating will rotate exactly 90 degrees (the amount can be changed in its properties). When it has finished rotating, it will leave the entity you want to rotate as it is and then close. When it is fully closed, it will make itself the parent of the entity you want to rotate and enable the player to press the button again. When the player presses the button again, the entity you want to rotate will start to rotate from its current position.
Ald?z wrote:
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wow thats a great idea! i haven't been mapping much lately. but plan to again sometime (mai-be) anyway, i'm gunna use this. not sure for what yet, but atleast map it just to see it work!
Interitus wrote:
I just trigger the func_rotating to stop at the right time, I dont see whats so hard about it? Its easier than what Ald?z said, just gotta do some quick math to know how long you have to set the delay on the output.
This is what I did at first when I made a rotating ball launcher ( the one you can see in Test Chamber 18 ). However, with a func_rotating, you have to rely on a its timer. This timer, as any timer in any entity, is not exact. After a few revolutions, it will be clear that the the func_rotating is rotating more than 90 degrees. A func_door_rotating does not rely on a timer. It will always rotate exatly how much you want it.