Rotating my map

Avatar
Mog
52 Posts
Posted Jun 06, 2011
Is it possible with func_door or rotating to flip my entire map a certain degree? If so, how? I've tried selecting everything, but there are entities that I want to be rotated as well. It'll turn into a parenting nightmare.
Advertisement
Registered users don’t see ads! Register now!
Avatar
ChickenMobile
2,460 Posts
Posted Jun 06, 2011
Replied 1 hour later
This is probably a very bad idea, and most likely result in crashing. Why did you want to rotate your map in the first place? There probably is an alternative to parenting everything in your map to rotate 90deg.
Avatar
Mog
52 Posts
Posted Jun 06, 2011
Replied 1 hour later

chickenmobile wrote:
This is probably a very bad idea, and most likely result in crashing. Why did you want to rotate your map in the first place? There probably is an alternative to parenting everything in your map to rotate 90deg.

I'd actually prefer 180 degrees.

Avatar
ChickenMobile
2,460 Posts
Posted Jun 06, 2011
Replied 1 hour later
That still didn't answer any questions I asked 0,0
Avatar
Idolon
417 Posts
Posted Jun 06, 2011
Replied 1 hour later
Something of the like is possible because it was done in Try Anything Twice (by HMW), but I'm not sure entirely how.
Avatar
Mog
52 Posts
Posted Jun 07, 2011
Replied 1 day later

chickenmobile wrote:
That still didn't answer any questions I asked 0,0

Sorry, this is just for a concept I had in mind.

Avatar
SpcAgentOrange
9 Posts
Posted Jun 07, 2011
Replied 3 minutes later
Actually, I wouldn't mind knowing how to do this, either. A hallway that's in a constant tumble, or a room that flips upside-down, either to simulate gravity effects, or to disorient the player.
Avatar
ChickenMobile
2,460 Posts
Posted Jun 07, 2011
Replied 3 minutes later

SpcAgentOrange wrote:
Actually, I wouldn't mind knowing how to do this, either. A hallway that's in a constant tumble, or a room that flips upside-down, either to simulate gravity effects, or to disorient the player.

You could probably have this affect by using world portals instead of rotating your map.

Avatar
Omnicoder
299 Posts
Posted Jun 07, 2011
Replied 9 minutes later
HMW had multiple copies of his room when he did it.
Avatar
walropodes
39 Posts
Posted Jun 07, 2011
Replied 19 minutes later
Seems like rotating the map could be used to make it look like the direction gravity is pulling is changing
Avatar
p0rtalplayer
1,366 Posts
Posted Jun 07, 2011
Replied 35 minutes later
Elaborating on omnicoder's comment, here's specifically how HMW did it:

1) When you first come into the room, it's a nicely lit and playable straight room.
2) When the button to turn the room is pressed, the player is teleported into an exact copy of the room (albeit with worse lighting as it has to be able to be parented) and it turns.
3) When the turning is finished, the player is teleported into yet another copy of the room which is the turned version, nicely lit and able to be played in.

You could attempt something like this, though it might become complicated.

Advertisement
Registered users don’t see ads! Register now!
Avatar
sicklebrick
876 Posts
Posted Nov 30, 2011
Replied 5 months later

Gravedigging a little here, but I've written a .nut script that does prettymuch what you want:

topic5140.html

Sort of like the whole parenting thing, but with a bit more control, and less fuss.
There are a few wee hurdles to get over, like:
-Moving panels must re-parent themselves (i.e. with a FireUser4)
-Your container must be a func_brush inside a regular brush.
-Your container must have Solidity set to Always, but children set to "Toggle"
-You'll probably have to teleport the player to point_teleports to avoid getting stuck.
-The entire rotation must take place over about a quarter of a second to allow parenting to work
-The player must be unparented or the camera will be on its side.
-Prop-static will have to be switched to prop_dynamic
-Doesn't work on coop.
-Some prop_physics might have to be constrained to another object.
And a ton of bugs..

But it's certainly possible.