How do I move like a Room

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drewdinie
40 Posts
Posted Apr 23, 2012
How to move a room or test chamber or just a wall like up down or sideways like in this video at 23:25

http://www.youtube.com/watch?feature=pl ... sZWJI-xUs#!

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Lpfreaky90
2,842 Posts
Posted Apr 23, 2012
Replied 5 minutes later
parent it all to something that you move?
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ChickenMobile
2,460 Posts
Posted Apr 23, 2012
Replied 2 minutes later
First of all: you would probably get a better answer from the person who made the map: member/CaretCaret/
Secondly: You can decompile any map that has been compiled in order to find out how things have been done. Check out https://developer.valvesoftware.com/wiki/VMEX

Thirdly: (/Me guessing what happens). The side of the chamber that moves is probably all func_brush's or a func_door which opens as soon as the player touches a trigger in the funnel (probably triggered by some sort of relay).
The reason the roof caves in is because they are probably dynamic models which an animation plays when the chamber moves apart.
The models such as the stilts that hold the chamber are probably parented to the entity that moves as they would be a prop_dynamic.

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drewdinie
40 Posts
Posted Apr 24, 2012
Replied 20 hours later
i muust have worded something wrong i just want to know how to move a wall like in the video without a panel how to move a wall/ brush to the side like the video but in the video a whole bunch of walls are moving
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BenVlodgi
633 Posts
Posted Apr 24, 2012
Replied 2 hours later

drewdinie wrote:
i muust have worded something wrong i just want to know how to move a wall like in the video without a panel how to move a wall/ brush to the side like the video but in the video a whole bunch of walls are moving

LP said it

lpfreaky90 wrote:
parent it all to something that you move?

just make a func_door, name it.. then parent what you want to move to that door

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p0rtalplayer
1,366 Posts
Posted Apr 24, 2012
Replied 38 minutes later
I find func_movelinear is a lot easier to work with for simple movement than a func_door, but either works. As the people above said, just make a moving entity and set everything you want to move to have that as a parent. If you have brushes, a func_brush is probably the best option for a brush entity that can have a parent.
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ChickenMobile
2,460 Posts
Posted Apr 24, 2012
Replied 3 minutes later

p0rtalplayer wrote:
I find func_movelinear is a lot easier to work with for simple movement than a func_door,...

movelinears are extremely buggy when it comes to parenting. Therefore I would avoid it.

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Brainstone
401 Posts
Posted Apr 25, 2012
Replied 17 hours later
Parenting things to func_movelinears have never caused any problems for me.
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Spam Nugget
492 Posts
Posted Apr 26, 2012
Replied 16 hours later
The only problem ive had with func_movelineats is when I had one as part of an instance, because when you rotate an instance the func_movelinear still moves in the direction relative to the world, not relative to the instance. So turning the instance made it move in the wrong way....
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Skotty
671 Posts
Posted Apr 26, 2012
Replied 40 minutes later
Func_Movelinear is buggy in some ways. Use a func_door (to stop it anywhere, setspeed 0 and toggle!) or an func_tracktrain