Rotating Room?
Check out the Source Chariots source and/or Vehicle Base at my site, it has a good "starter package".
EDIT
It should be noted that game_ui only tracks the Forward, Backward, Strafe Left, Strafe Right, Primary Fire, and Secondary Fire inputs, irregardless of what key the player has them bound to. The Developer wiki should have a ton of information on it I think, and if someone wants to link to the Vehicle Base on there I'd be appreciative.
also, how would i even get the room to rotate?
As I said in my edit, you can only use the keys currently bound to the movement and firing keys.
Look at Vehicle Base, you need to use some logic_compares to figure out if 1.) the player is pressing a key you want, and 2.) if you want to do anything. You could use a momentary_rot button to make the room rotate only partially based on what the player does.
I am trying to rotate the room by having one wall be a momentary_rot_button, and it should rotate from a trigger_once (just to test it for now). all the other walls have the rotating wall as a parent. i am having two problems:
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it crashes the game when i try to run it, and it gives me some weird error about a brush not being precached. it might be because of problem 2
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I dont know what to put in the "via this input" in the output from the trigger. i put setPosition with a parameter override of 1, that may be why it crashed
Also, you have the room enclosed by another, hollow box made of world brushes right? As in, your map doesn't leak, correct?
Try using func_rot_button instead, it will probably do what you want better now that I think about it.
as in, name them all the same name and have the same entity type? wouldnt that be too complicated? (with the x and y axis rotating)
ill try this, though.
and no, i was dumb and did not have it enclosed. ill do that
edit: also, if i do it this way, will it work for complicated rooms, too (with platforms sticking out of the wall, for example)?
edit: also, game_ui is not working to rotate the walls at all. activate on touch is working, though
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.
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.
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.
cornontheCoD 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:
cornontheCoD 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.
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?
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?
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.