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135 Degree Panel Transform

Is there a way to make a panel that is part of a wall move up 135 degrees so that when it starts upright, like part of a wall, but then moves away from you and when it stops, ends up angling towards the floor?

And if its not possible, is it possible to only do a 45 degree transform? I either way, I want a panel to be angled at the floor, but I dont want it to be like that all the time (dependant on a button).

You can do it with a func_rot_button. Set Distance (degrees) to 135, and just make sure the axis are oriented properly.

You will also have to reposition the origin of the entity, if the panel rotates on its edge like I assume.

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Would it be possible to attack an arm to it as well? I want it to look like something moved it.

While I am on the subject, I currently have some panels that move when a button is pressed, but when I see it closed from the other side, I can see the arms. Is there a prettier way of doing it? Two sets of movable panels?

How do I get a button to make it rotate?

Ive got panels that rotate all the way around, using parent attachment points, but I kind of wanted this thing to start out looking like its a wall, and then to swing around the outside of the room and point down towards the floor of the next room.

Cant seem to find an arm that does that, so I guess if thats not possible then my next step would be to use two different arms, one to open up the wall and another just to move a panel to look at the ground?

Ya I just tried a func_rot_button, and it either returns to its position after a delay, or never returns. I cant make it so that when button is press, it rotates, and when button is unpressed, it rotates back.

That and I can only get it to horizontally, I cant get it to rotate vertically, plus it looks strange.

Is there really no way to get an arm to move a panel back and then 135 degrees?

I don't think the arm models themselves can accomplish such a task gracefully; i don't know how to make this pretty, so you're on your own there :/

Your mechanical problems have solutions though!

- Check the 'X axis' flag on the func_rot_button. This lets you rotate it vertically, if the orientation is right. You can also use the 'Y axis' flag if necessary.
- To get the func_rot_button to press/unpress with your player button, keep the reset timer at -1 for 'stay forever', then use the player button to invoke 'PressIn' and 'PressOut' outputs accordingly. This will override the timer.
- If you want to move the panel back straight, and then 135 degrees, this is definitely impossible to do with panel-arm models. Prettiness aside, however, you can accomplish this using a staggered set of triggers:
-- Create a nodraw func_button on the side that moves 'back' in the direction and distance you want. Create another nodraw func_rot_button for the rotation.
-- Set up the triggers so that, on player pressing the button, you parent the panels to the func_button, then activate the func_button. When they are moved fully back, parent the panels to the func_rot_button and then activate that. I recommend making sure that the player can't reverse the procedure mid-step, or you will have to refine the !%$@ out of the trigger orders, and that is not fun.

- I think you can also use func_tracktrain to get this done, but I don't have experience with that, so its up to you to research.

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