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Object's Angles

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I'm trying to make a map that doesn't let players to rotate the redirection cube by standing on it and then crouching to the side to make it point the laser up.
So I made a script function

Code: Select all
function ChangeAngles(target, source) {
objtarget:SetAngles(0, 0, 0)

Somehow, I cant get it to work.
Dont ask me to the setang command in the console, it seems to alter the player's angles too when carrying the cube.

what about parenting it to a phys_keepupright?

lpfreaky90 wrote:
what about parenting it to a phys_keepupright?

Doesnt work. It seems to not cooperate with prop_weighted_cube.

spongylover123 wrote:
I'm trying to make a map that doesn't let players to rotate the redirection cube by standing on it and then crouching to the side to make it point the laser up.

Why is it so important to do this? I know most people don't even try doing that.

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chickenmobile wrote:
spongylover123 wrote:
I'm trying to make a map that doesn't let players to rotate the redirection cube by standing on it and then crouching to the side to make it point the laser up.

Why is it so important to do this? I know most people don't even try doing that.

People will do that if there are laset catchers on the ceiling.
im making a machine out of hammer's i/o to change the angle of the cube. Reason why I made that script.

if that's the case, you could always move the receptacle so the laser cannot point straight up.

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chickenmobile wrote:
if that's the case, you could always move the receptacle so the laser cannot point straight up.

yes, but if I do that, i cant redirect the laser to the ceiling.
This is what im trying to do.
A laser is on the left wall, the player needs to redirect the laser to the ceiling, to do that the player needs to change the angle of the cube using the angle changer. then the player needs to point the laser down to thr catcher.
Hope this explains more.

spongylover123 wrote:
This is what im trying to do.
A laser is on the left wall, the player needs to redirect the laser to the ceiling, to do that the player needs to change the angle of the cube using the angle changer. then the player needs to point the laser down to thr catcher.
Hope this explains more.

Let me know if I got it: you are making a machine (the cube angler machine) that will change an existing reflector cube direction, right? How does that machine look like? is it the reflector cube free so the player can change its direction freely? You could simply trap the cube in a grilled cage so the player cannot manipulate the cube.

Another option would be to set certain floor parts fizzling for the cube onTouch and the player won't be able to put the cube right below the laser catcher...

Anyway, I still think I didn't really get your meaning...

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josepezdj wrote:
Let me know if I got it: you are making a machine (the cube angler machine) that will change an existing reflector cube direction, right? How does that machine look like? is it the reflector cube free so the player can change its direction freely? You could simply trap the cube in a grilled cage so the player cannot manipulate the cube.

Another option would be to set certain floor parts fizzling for the cube onTouch and the player won't be able to put the cube right below the laser catcher...

Anyway, I still think I didn't really get your meaning...

The player needs the cube anyway, so if the cube's angle is changed, it will still be fizzled, and, the machine is just a plate with a particle and a prop_satic laser cathcer, with alot of logic relays, and the angle will change when the arrow keys are pressed.

OK, clearer.

I guess all you need is to fizzle the cube on(player)Touch by surrouding the cube with a trigger brush and adding the output "onTouch">"dissolve". This will prevent the player from moving the cube by any other means than the angler machine... But this way you'll have to set a fixed position for the cube and make respawn right on that position everytime... Or build a cage around it...

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