Spirit - Movewith Created 17 years ago2007-02-23 16:27:15 UTC by Kinrah Kinrah

Created 17 years ago2007-02-23 16:27:15 UTC by Kinrah Kinrah

Posted 17 years ago2007-02-23 16:27:15 UTC Post #213486
I'm working on a point in the map for the TWHL mix. The player has to do something in order to release a button. At the moment, as I'm still working on it, I'm using a button levitating cube. But that's not the problem. The button activates a func_door_rotating that appears out of the wall. That's good. What's supposed to happen next is a bar slides out from between the two parts of the f_d_r offering the player the new button.

That's not what happens right now.

Right now, as soon as I hit the button and the multimanager runs for a second, the rotating comes out fine, and the bar flies off as if it's running on it's own origin brush. And then it slides forwards. I don't want this to happen as this leaves the button pole and button in mid-air where the player can walk through it, oddly enough.

The pole is on a movewith the f_d_r (hiddenbutrot), and the button is on a movewith the pole (hiddenbutext).
Posted 17 years ago2007-02-23 17:32:34 UTC Post #213495
Ouch I'm confused! You want to make this thing:
A levitating cube functioning as a button
                           |
                           | Activates
                           |
A doble door comes into the room and also another button moves in
                           |
                           |
                           |
That button suddenly acts werid and spins around the map's origin(0,0,0) like he hasn't a origin brush
Am I right? I assume you made the button follow an invisible func_train or something like thay, like I did in here. If so then the only thing that I think can go wrong that the train has no origin brush... Can't think of anything else, sorry :tired:
Posted 17 years ago2007-02-23 21:00:06 UTC Post #213518
Oh there is a handle on the door! :lol:

As I understand from the first pic the origin of the door in your map and the one of the handle are in the same spot. This would be needed if the button was first a door that will rotate like the door does, but since the handle follows the door anyway it'll need the origin like in the 2nd pic since it needs to know around which axis to rotate around when it is used. In your map it rotate's around the door origin. So I guess you'll need to do as in the 2nd pic.

The only thing I can see that might go wrong is that the handle wont change it's direction as the door does and will head the the same direction. If it doesn't change direction, then I really don't know how to help you, maybe there are entities that can do this in spirit, ask unbreakable.
Posted 17 years ago2007-02-24 04:58:41 UTC Post #213549
Ooh, assumptions!

All wrong.

But anywhoo, I'm adding origin brushes to fix the problem. Turns out the button parts were rotating around the map's origin.

And, since I can't be bothered for diagrams:

Everthing is hidden, vertical, in the wall. hiddenbutrot, hiddenbutext, and the button itself.

The cube button (which will eventually be replaced) rotates hiddenbutrot, which is the frame that holds hiddenbutext and the button, out of the wall.

When that has rotated out, hiddenbutext, which is a pole with the button on the end, slides out, offering the player the button, which will eventually open a secret passage.

Nothing is intended for use as a door.
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