Rotating Room?
Quote from msleeper on March 5, 2008, 10:19 pmYou realize that you can tie multiple brushes to the same entity, right?
I don't think you are familiar enough with the Source I/O system to do this. Read some tutorials and learn how I/O works first.
You realize that you can tie multiple brushes to the same entity, right?
I don't think you are familiar enough with the Source I/O system to do this. Read some tutorials and learn how I/O works first.
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Quote from cornontheCoD on March 5, 2008, 10:46 pmI turned the room into one entity now and it is rotating. the only problem is that it only rotates when i jump(i think it is getting stuck on me). i activate the rotation using a trigger i run into
I turned the room into one entity now and it is rotating. the only problem is that it only rotates when i jump(i think it is getting stuck on me). i activate the rotation using a trigger i run into
Quote from Interitus on March 6, 2008, 12:39 amI dont know why it does that, but I was unable to find a fix for that. There is a workaround to keep it from doing that, but it gives another problem that may or may not be worse than this one. There's a thread in here somewhere that details the problems I ran into, but Its late, I'm tired, and I'm going to bed.
My solution to this, was to keep the player from actually being on the rotating object while it rotates. There's another map that uses a rotating room, and I think it rotates while you're on it, Ren_test2 I believe. Not sure how he pulled that off.
I dont know why it does that, but I was unable to find a fix for that. There is a workaround to keep it from doing that, but it gives another problem that may or may not be worse than this one. There's a thread in here somewhere that details the problems I ran into, but Its late, I'm tired, and I'm going to bed.
My solution to this, was to keep the player from actually being on the rotating object while it rotates. There's another map that uses a rotating room, and I think it rotates while you're on it, Ren_test2 I believe. Not sure how he pulled that off.
Quote from Aldéz on March 6, 2008, 3:22 amMake a room of one or more func_brush entities and set their parent to a func_rotating. Put the tool/toolsinvisible texture on the func_rotating and tick the Not Solid flag. With a momentary_rot_button, you can rotate the room as long as the player presses the use key. The speed of the rotation is set in the func_rotating. Not sure how to use the momentary_rot_button entity though, because I've never used it.
Make a room of one or more func_brush entities and set their parent to a func_rotating. Put the tool/toolsinvisible texture on the func_rotating and tick the Not Solid flag. With a momentary_rot_button, you can rotate the room as long as the player presses the use key. The speed of the rotation is set in the func_rotating. Not sure how to use the momentary_rot_button entity though, because I've never used it.
Quote from cornontheCoD on March 6, 2008, 6:57 pm^whats the point of the invisible brush? is this just an alternate way of making a rotating room? also, the use key to rotate room is a good start, maybe i will use that for some rooms
also, can i Private message people? I want to PM the guy who made ren_test 2 so i can ask him how he did it.
I honestly dont know how i will do this, though, because it requires the room to rotate in different directions, and a func_rot_button can only rotate on the x axis or y axis, not both.
just a note: I want to figure out how to do this because i have an idea for a level that uses rotating room puzzles, but it will be different because of one thing. im keeping that one thing a secret, though.
^whats the point of the invisible brush? is this just an alternate way of making a rotating room? also, the use key to rotate room is a good start, maybe i will use that for some rooms
also, can i Private message people? I want to PM the guy who made ren_test 2 so i can ask him how he did it.
I honestly dont know how i will do this, though, because it requires the room to rotate in different directions, and a func_rot_button can only rotate on the x axis or y axis, not both.
just a note: I want to figure out how to do this because i have an idea for a level that uses rotating room puzzles, but it will be different because of one thing. im keeping that one thing a secret, though.
Quote from Aldéz on March 6, 2008, 7:22 pmcornontheCoD wrote:^whats the point of the invisible brush?A func_rotating doesn't work as well as a func_brush in many ways, collision detection for example. If you make the room with func_brush entities, you only need the func_rotating for its rotating function. That's why you should make it invisible and disable the collision for it.
cornontheCoD wrote:also, can i Private message people? I want to PM the guy who made ren_test 2 so i can ask him how he did it.Click the "You have X new messages" in the top of the page or use this link:
privmsg.php?folder=inboxcornontheCoD wrote:I honestly dont know how i will do this, though, because it requires the room to rotate in different directions, and a func_rot_button can only rotate on the x axis or y axis, not both.You can have a button and a func_rotating for each axis.
A func_rotating doesn't work as well as a func_brush in many ways, collision detection for example. If you make the room with func_brush entities, you only need the func_rotating for its rotating function. That's why you should make it invisible and disable the collision for it.
Click the "You have X new messages" in the top of the page or use this link:
privmsg.php?folder=inbox
You can have a button and a func_rotating for each axis.
Quote from cornontheCoD on March 6, 2008, 8:05 pmoh, i see what youre saying. I can just have one invisible small square brush in the middle of the room, for example, and have the walls be parented to do that. I was actually thinking about that.
I still dont understand how i would make it so the same wall can rotate on the x axis, and then rotate on the y axis. isnt it just a flag?
oh, i see what youre saying. I can just have one invisible small square brush in the middle of the room, for example, and have the walls be parented to do that. I was actually thinking about that.
I still dont understand how i would make it so the same wall can rotate on the x axis, and then rotate on the y axis. isnt it just a flag?
Quote from cornontheCoD on March 6, 2008, 8:25 pmI tried what you said, and it still gets stuck when i land/am touching the ground
edit: i PM'ed Renstrike and he says that he ran into the same problem, so he made it rotate when hes not in the room. wasnt there a guy from bethesda that made a rotating room level?
I tried what you said, and it still gets stuck when i land/am touching the ground
edit: i PM'ed Renstrike and he says that he ran into the same problem, so he made it rotate when hes not in the room. wasnt there a guy from bethesda that made a rotating room level?
Quote from Aldéz on March 7, 2008, 3:48 amThe room get stuck when you touch it? Is the room rotating when you touch it? I don't understand.
As I said in my previous post, make a button and a func_rotating for each axis. When you use one of the buttons, you can change the parent of the func_brush entities to the corresponding func_rotating.
The room get stuck when you touch it? Is the room rotating when you touch it? I don't understand.
As I said in my previous post, make a button and a func_rotating for each axis. When you use one of the buttons, you can change the parent of the func_brush entities to the corresponding func_rotating.
Quote from cornontheCoD on March 7, 2008, 6:25 pmok, i get the x axis/y axis thing, but yes, the room stops rotating when i am touching it. as in, when i jump, it rotates, when i hit the ground, (most) of the time, it will get stuck. at certain angles it will keep rotating
ok, i get the x axis/y axis thing, but yes, the room stops rotating when i am touching it. as in, when i jump, it rotates, when i hit the ground, (most) of the time, it will get stuck. at certain angles it will keep rotating