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Rotating doors

Ok.. I am having problems with rotating doors. They keep stopping, and don't actually push the player around like I want them to. I have them connected to brushes and stuff, and I have messed with the settings, but they dont lift the player or push him around like I want them to. How do I get these things to do that, or is there a better alternative. I don't want them to be affected by the player.

Maps(Newest to Oldest): Storming the Castle / The Amazing Race / Wreaked / Mental Breakdown / Lost In Transition / Split / Mind Lock
Mapping Since May 21, 2011

Have you tried making them a func rotating, with a trigger to (de)activate them?

no because there is not degrees with that. Cant make it stop at 30 degrees into it, but I guess I can try it, make it start forward, then at a certain time make it stop. I'll go see if that effects the player.

Maps(Newest to Oldest): Storming the Castle / The Amazing Race / Wreaked / Mental Breakdown / Lost In Transition / Split / Mind Lock
Mapping Since May 21, 2011

You can make a func_door rotate to specific degrees.

You just have to calculate the angular rotation, the duration of the stop trigger, and the speed of rotation.

I know a func_door rotate has degrees, but it does not push the player around, it stops when it tries to lift the player, or push him around. Nychold said func_rotating which is different. No degrees there, so what I'm doing now is trying to get these logic_timers to work and start it, then stop it, then start it. and I'm going to see if a func_rotating pushes the player better.
*edit*
and it still says that the player is blocking the train.

Maps(Newest to Oldest): Storming the Castle / The Amazing Race / Wreaked / Mental Breakdown / Lost In Transition / Split / Mind Lock
Mapping Since May 21, 2011

You could youse momentary_rot button. If you want it rotating in a loop just set a logic_compare. The momentary rot button need the output "Position compare setvaluecompare". The compare value of the compare needs to be 1. If the compare has "OnEqualTo" or "OnGreatherThan" it needs to fire the output to the momentary rot button "SetPositionImmediatly 0" and "Start" or something like this.
Maybe the momentary rot button helps.

Skotty wrote:
"SetPositionImmediatly 0" and "Start" or something like this.

You lose me here. I cannot figure out how to get this thing moving unless i have the use activates flag checked, and then spam the use button.
I give up... Spent too much time on this. :sigh: Cant get players to run on rotating platforms and stuff (like a swing or seesaw) they just get the platforms stuck.

Maps(Newest to Oldest): Storming the Castle / The Amazing Race / Wreaked / Mental Breakdown / Lost In Transition / Split / Mind Lock
Mapping Since May 21, 2011

I know you said you just gave up on this, but I just had to test it. If I'm understanding you correctly, you want a rotating door that can push the player. And I did that with func_rotating:

http://www.mediafire.com/?yq7d2wkujdg918a

The only thing I found out was the Solid Type had to be set to BSP, not VPhysics. With VPhysics, sometimes the paddle would push me, sometimes it would stop. With it set to BSP, it always pushed me.