Spinning./Rotating Objects
thanks
i am trying to make a new race map 
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FourthReaper wrote:
Have you set the keyvalue "solid BSP" or something like that to "yes"? That might work, if the problem lies solely in player contact.100th post! Hooray!
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happy birth... i mean happy 100th post day lol 
EDIT: it was on Vphysics changing to BSP and recompiling.
fma965 wrote:
FourthReaper wrote:Have you set the keyvalue "solid BSP" or something like that to "yes"? That might work, if the problem lies solely in player contact.
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hi where is this? is it in properties?
solid bsp is a property name from a func_brush 
On default solid bsp is No, but if you want a player to be able to stand on it it should be yes!
Quote:
Set this if this brush is in heirarchy with a moving object of some kind, and the player can stand on this brush.
lpfreaky90 wrote:
fma965 wrote:FourthReaper wrote:
Have you set the keyvalue "solid BSP" or something like that to "yes"? That might work, if the problem lies solely in player contact.
100th post! Hooray!
Also, this is my 100th post! Hooray for me!
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hi where is this? is it in properties?
solid bsp is a property name from a func_brush
On default solid bsp is No, but if you want a player to be able to stand on it it should be yes!
Quote:Set this if this brush is in heirarchy with a moving object of some kind, and the player can stand on this brush.
thanks compiling and testing now 
now instead of the rotating object getting jammed it makes the player get jammed and unable to move or jump.
edit: there is not solid bsp option for func_rotating only solid type Vphysics/BSP which 1 should it be?
fma965 wrote:
hi it didnt worknow instead of the rotating object getting jammed it makes the player get jammed and unable to move or jump.
edit: there is not solid bsp option for func_rotating only solid type Vphysics/BSP which 1 should it be?
My solution:
- make the cylinder func_brush which has the solid BSP option.
- parent it to another brush that will be the func_rotating.
This should work. It's a bit jerky, because i've never gotten perfect results with brush movement, but it works.
Groxkiller585 wrote:
My solution:
- make the cylinder func_brush which has the solid BSP option.
- parent it to another brush that will be the func_rotating.
Good call, I figure that's the best way.
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Anuyway, I didn't test it because I'm at work right now, and I can't send you any instance right now either.
Also just ask baca25 via pm or steam, he's a kind guy. Or you can simply decompile the amazing race...
josepezdj wrote:
I would suggest a func_brush "always solid" (cylinder) tied to a func_rotating and a phys_motor in order to prevent the previous 2 entities from stopping... Check this tutorial:Anuyway, I didn't test it because I'm at work right now, and I can't send you any instance right now either.
Also just ask baca25 via pm or steam, he's a kind guy. Or you can simply decompile the amazing race...
firstly thanks and sorry for not replying been super busy.
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i will check that video out soon currently dont have the sdk installed due to format.
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i already decompiled baca's map to check how it was done but when repeated or copied in to my map it didnt work and i dont see why. (baca i wasnt decompiling it to re distribute it
just to learn.)
baca25 wrote:
Getting these things to work is such a headache, as I'm sure you have learned by now. I spent so many hours trying to get cool objects to not get the player stuck or get the object stuck, and I even build a map with like 100 differnt objects until I got the ones that I released to work. They are so touchy and unreasonable. If you just want to get the log to roll my guess would be your making the log too small and it needs to be thicker.
ok thanks sorry late reply 
i have even tried the ones in your map and they still didn't work. your just magic
. really wanted to try to make a race style map. but guess i will have to keep trying or give up.
baca25 are you planning on making any other race maps?
Also your race maps filenames are (racers_1,racers_2,racers_3 and racers_5) what happened to racers_4?
thanks for the help anyway