teleport a brush? Created 14 years ago2009-11-18 12:51:02 UTC by quailcreek quailcreek

Created 14 years ago2009-11-18 12:51:02 UTC by quailcreek quailcreek

Posted 14 years ago2009-11-18 12:51:02 UTC Post #275813
Is there any way to teleport a brush entity from one location to another, sort of the way a func_train teleports to the first stop target at the beginning of a game? I have a func_rotating that is (necessarily) partially overlapping another brush, so that portion is receiving no light. When it rotates, that portion appears black. I want to artificially light it elsewhere in the map and teleport it to the right place. Possible?
Posted 14 years ago2009-11-18 17:12:25 UTC Post #275820
Create the brush in its open position and then set the flag 'starts open' or something similar.
monster_urby monster_urbyGoldsourcerer
Posted 14 years ago2009-11-18 17:51:25 UTC Post #275823
Many dif. ways you can do this. You need to explain it more clearly though. And explain what each brush is.
Posted 14 years ago2009-11-19 02:25:49 UTC Post #275846
No worries, you needn't teleport anything. Just set the Light Origin Target property to target an info_null that is placed wherever you'd like it to look like the brush is lit from. It'll light up the brush as though it were placed in the location of the info_null

I kinda wished I'd discovered this before doing my vault door map, would have looked so much better.
Posted 14 years ago2009-11-19 06:01:06 UTC Post #275852
Thanks for the info on Light Origin Target, srry. Actually, I spologize for this question because it wasn't necessary. I anticipated having a lighting problem from the beginning, so I asked this question. But it turns out the brushes are evenly lit when they rotate without any special parameters. I don't understand why, since part of the brushes are receiving no light at the beginning, but I'll sit with it.

I have a follow-up question. The func_rotating's are gears which spin when a door opens and closes, so I want them to spin in an opposite direction when the door closes as they would when it opens. Is this possible?
Posted 14 years ago2009-11-19 06:31:51 UTC Post #275853
if the gears are "on" the door, i don't see how you would do it, unless they only spin when the door is stationary. picture of the door?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-11-19 06:40:38 UTC Post #275854
I didn't say the gears were "on" the door (as in part of the func_door.) They are func_rotating entities which trigger when the door triggers. Here are pictures of the gears, one with the door open and the other with the door closed:
User posted image
User posted image
Posted 14 years ago2009-11-19 07:48:35 UTC Post #275855
Try making the gears func_door_rotatings with the Toggle Only (or Trigger Only or whatever its called, its been a while) flag checked. Might take some more setting up, but should work.
Jessie JessieTrans Rights <3
Posted 14 years ago2009-11-19 09:33:12 UTC Post #275859
Thanks Darkie, that worked.
Posted 14 years ago2009-11-19 10:39:08 UTC Post #275861
That door is sooooo coooool ("v")
Posted 14 years ago2009-11-19 14:12:04 UTC Post #275864
"("v")"
...and this means?

I might upload a video of the door openning and closing sometime soon. The whole sequence actually involves 5 func_train's and 3 func_rotating_door's, and various sounds n stuff, all timed. I really like how it turned out.
Posted 14 years ago2009-11-19 16:59:06 UTC Post #275865
what are the red squares behind the door in the first shot?
Archie ArchieGoodbye Moonmen
Posted 14 years ago2009-11-20 01:11:16 UTC Post #275877
Temporary buttons to test the door.
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