func_rotate Created 17 years ago2007-04-10 22:00:03 UTC by Svenix Svenix

Created 17 years ago2007-04-10 22:00:03 UTC by Svenix Svenix

Posted 17 years ago2007-04-10 22:00:03 UTC Post #218649
I've searched the forums and can't find an answer, so here go. I'm basically making a giant rotating.... thingy... in the middle of my map. I'd like players to be able to jump onto it and climb it. The problem is by using the func_rotate the platform stops rotating, which is bad. I can jump on top of the platform and it still spins fine, but if I jump onto one of the parts of it, it stops, and God forbid, if I leave damage on you're dead in a heartbeat. Any ideas? I want it to keep spinning no matter what.
Posted 17 years ago2007-04-10 22:17:02 UTC Post #218651
That is odd... try making the other parts of it a separate func_rotating, instead of having them all in one. That might clear your problems up.
Posted 17 years ago2007-04-10 22:34:00 UTC Post #218653
Sounds like a good idea, but the way the object is shaped, having them rotate seperately means they wouldn't all rotate around the same origin that I want them too. And it's been so long I forget how to set up an origin.
Posted 17 years ago2007-04-10 22:43:26 UTC Post #218654
Besides, the way it's shaped I'm not sure it'd all be touching the origin, if that's an issue, as I said, it's been a while.
Posted 17 years ago2007-04-10 23:01:18 UTC Post #218655
Ummm, don't you have to have an origin for func_rotatings, if you don't want them to rotate around the center of the map? :

You can have any number of different objects rotating around the same point on a map, all using different origin brushes, and it'll work exactly the same as if it was all one entity (well, just without the face splitting, of course.) To set up your origin, just get a brush with the ORIGIN texture all over it, and place it at the point you want your func_rotating to rotate from. Tie the brush with the ORIGIN texture on it into the same entity as the other object/s, and you're good. The origin brush doesn't have to be touching anything else, as long as it's tied into the entity.
Posted 17 years ago2007-04-10 23:17:12 UTC Post #218656
Problem solved, thanks.
Posted 17 years ago2007-04-11 05:05:05 UTC Post #218679
Hmm, problem not solved. I thought I had gotten it, but the multiple platforms will still kill you if you're underneath the lowest one, or underneath the top platform (second to highest) which doesn't spin. In otherwords, if you're between a spinning object (body of the platform) and a non-spinning object (ground or top platform). Any ideas how to stop this? I've set it to do dmg as a temporary fix, so anyone blocking it will die and therefore unblock it, but I'd prefer it to just push them out of the way, to not stop spinning.
Posted 17 years ago2007-04-11 10:03:04 UTC Post #218698
Increase the speed perhaps?
Posted 17 years ago2007-04-11 12:18:19 UTC Post #218703
Alas, even if that did fix the problem, which it wouldn't, it'd defeat the purpose.
Posted 17 years ago2007-04-11 12:23:13 UTC Post #218704
Try using a func_push to push the player away from the func_rot's.
Posted 17 years ago2007-04-11 14:25:57 UTC Post #218713
But I want the player to be able to climb and stand on the rotating platforms.
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