Rotating doors

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baca25
342 Posts
Posted Sep 20, 2011
Ok.. I am having problems with rotating doors. They keep stopping, and don't actually push the player around like I want them to. I have them connected to brushes and stuff, and I have messed with the settings, but they dont lift the player or push him around like I want them to. How do I get these things to do that, or is there a better alternative. I don't want them to be affected by the player.
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nychold
18 Posts
Posted Sep 20, 2011
Replied 34 minutes later
Have you tried making them a func rotating, with a trigger to (de)activate them?
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baca25
342 Posts
Posted Sep 20, 2011
Replied 14 minutes later
no because there is not degrees with that. Cant make it stop at 30 degrees into it, but I guess I can try it, make it start forward, then at a certain time make it stop. I'll go see if that effects the player.
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satchmo
415 Posts
Posted Sep 20, 2011
Replied 6 minutes later
You can make a func_door rotate to specific degrees.

You just have to calculate the angular rotation, the duration of the stop trigger, and the speed of rotation.

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baca25
342 Posts
Posted Sep 20, 2011
Replied 9 minutes later
I know a func_door rotate has degrees, but it does not push the player around, it stops when it tries to lift the player, or push him around. Nychold said func_rotating which is different. No degrees there, so what I'm doing now is trying to get these logic_timers to work and start it, then stop it, then start it. and I'm going to see if a func_rotating pushes the player better.
edit
and it still says that the player is blocking the train.
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Skotty
671 Posts
Posted Sep 20, 2011
Replied 45 minutes later
You could youse momentary_rot button. If you want it rotating in a loop just set a logic_compare. The momentary rot button need the output "Position compare setvaluecompare". The compare value of the compare needs to be 1. If the compare has "OnEqualTo" or "OnGreatherThan" it needs to fire the output to the momentary rot button "SetPositionImmediatly 0" and "Start" or something like this.
Maybe the momentary rot button helps.
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baca25
342 Posts
Posted Sep 20, 2011
Replied 1 hour later

Skotty wrote:
"SetPositionImmediatly 0" and "Start" or something like this.

You lose me here. I cannot figure out how to get this thing moving unless i have the use activates flag checked, and then spam the use button.
I give up... Spent too much time on this. :sigh: Cant get players to run on rotating platforms and stuff (like a swing or seesaw) they just get the platforms stuck.

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nychold
18 Posts
Posted Sep 22, 2011
Replied 2 days later
I know you said you just gave up on this, but I just had to test it. If I'm understanding you correctly, you want a rotating door that can push the player. And I did that with func_rotating:

http://www.mediafire.com/?yq7d2wkujdg918a

The only thing I found out was the Solid Type had to be set to BSP, not VPhysics. With VPhysics, sometimes the paddle would push me, sometimes it would stop. With it set to BSP, it always pushed me.