panels are in wrong angle after moving
Quote from PortalCombat on May 21, 2011, 3:53 pmHey there.
I noticed that rotating panels and moving panels stop their rotating/movement at an wrong angle.
For example:
- panel start with 0.0 0.0 0.0 (pitch yaw roll)
- Animation: panel_rotate_180
=> panel now should have: 0.0 0.0 180.0 (pitch yaw roll)
=> but it seems like it is: 0.0 (+-1.0) 180.0 (pitch yaw roll)The Animation direction and angle works as it should.
But 1 of the other angles is changing after movement.![]()
If someone would create a panel with 1024x32 units (just for testing), there would be a big hole between the panel an the wall after the movement!
Does anyone know why this happens and if it can be fixed?
Hey there.
I noticed that rotating panels and moving panels stop their rotating/movement at an wrong angle.
For example:
- panel start with 0.0 0.0 0.0 (pitch yaw roll)
- Animation: panel_rotate_180
=> panel now should have: 0.0 0.0 180.0 (pitch yaw roll)
=> but it seems like it is: 0.0 (+-1.0) 180.0 (pitch yaw roll)
The Animation direction and angle works as it should.
But 1 of the other angles is changing after movement.
If someone would create a panel with 1024x32 units (just for testing), there would be a big hole between the panel an the wall after the movement! ![]()
Does anyone know why this happens and if it can be fixed?
Quote from PortalCombat on May 22, 2011, 6:22 am*push*
*push*
Quote from PortalCombat on May 23, 2011, 4:54 am*push*
Does anyone at least have the same problem?
*push*
Does anyone at least have the same problem?
Quote from PortalCombat on May 24, 2011, 5:46 pm*push*
*push*
Quote from Fearlessgoat on May 24, 2011, 6:25 pmis this from an instance in a map?
I found that using trigger push in an instance would be reversed in direction and its force value to be much lower
is this from an instance in a map?
I found that using trigger push in an instance would be reversed in direction and its force value to be much lower
Quote from PortalCombat on May 24, 2011, 6:55 pmI created a prop_static for the robot arm / telescop arm (whatever you take)
and I activate it with trigger_playerteam (for coop maps)Then I placed it as I want it at set the start animation with 'AtMapSpawn' thing
Forced the brush to be parented by the robot arm and then played the animation.If you use a Panel like 32x1024 units, you will see it hanging there at strange angle.
I started to create a big test map with all kinds of different robot arms and I tried to
attach any kind of brush / entity I could find. ... there is always that problem with
the strange angle after movement.---
The big problem about it:
- You cant make a room, which opens up with robot arms.
- Because it will look weird, when the brushes are in their new location...
I created a prop_static for the robot arm / telescop arm (whatever you take)
and I activate it with trigger_playerteam (for coop maps)
Then I placed it as I want it at set the start animation with 'AtMapSpawn' thing
Forced the brush to be parented by the robot arm and then played the animation.
If you use a Panel like 32x1024 units, you will see it hanging there at strange angle.
I started to create a big test map with all kinds of different robot arms and I tried to
attach any kind of brush / entity I could find. ... there is always that problem with
the strange angle after movement.
---
The big problem about it:
- You cant make a room, which opens up with robot arms.
- Because it will look weird, when the brushes are in their new location... ![]()
Quote from ZeronFX on May 24, 2011, 7:05 pmYou mean the slight panel offset?
After the animation, set its animation to (animationname)_idle. This should fix it.
You mean the slight panel offset?
After the animation, set its animation to (animationname)_idle. This should fix it.
