Please or Register to create posts and topics.

rotating room

Page 1 of 2Next

How would I make a room rotate? I know I could make several rooms that represent the room in its rotated states, but that seems like it would be rather cumbersome to do. I know it is possible to make a section of a map rotate around a point. The map that uses the energy panels has a section that rotates so it is clearly possible to do it. I am just wondering how I would make it happen since you can't parent an instance and all the items I need to rotate with the room are instances. If anyone can help I would appreciate it.

Wow! That was...uh, yeah. Just, yeah.

collapse all instances; make each brush a func_brush; each model a prop_dynamic and parent everything to the thing that rotates!

You probably want a func_door_rotating. And make the brushes Solid BSP afterward so they're solid.

Falsi sumus crusto!

As LP said, make every brush a func_brush, turn all props into a prop_dynamic (Prop_Dyanmic_override if it does not support a prop_dynamic) Then if something does not have a parent name, turn smart edit off, and add "parentname" "NAME" to the entity. (Or you can use a logic_auto to set the parent as soon as the level spawns.

When you make then a brush, you they will be on toggle for solidity, if you want to be able to toggle the state from solid to not solid, leave this alone. Otherwise, set it to Solid BSP (Or always solid, I forget what it is.)

Happy Mapping

http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)

The issue is that I want to rotate a large cube brush that has a laser emitter on each side. The idea is that you have to arrange all the laser emitters so that they align with the laser receivers on the walls, ceiling, and floor. I figure I can setup a Rubik's cube sort of thing. The player will have to rotate the inner cube until the laser emitters line up with the collectors. First, though, I obviously have to get the inner cube to rotate.

Wow! That was...uh, yeah. Just, yeah.
protoborg wrote:
The issue is that I want to rotate a large cube brush that has a laser emitter on each side. The idea is that you have to arrange all the laser emitters so that they align with the laser receivers on the walls, ceiling, and floor.

I figure I can setup a Rubik's cube sort of thing. The player will have to rotate the inner cube until the laser emitters line up with the collectors. First, though, I obviously have to get the inner cube to rotate.

I don't see the issue; parent the laser emitters to the rotator!

Well, it's not too hard to let it rotate; use a func_rotating or a func_door_rotating and parent the brushes and laser emitters to them.

I think you may also need to disable the lasers when they are moving, and enable them once they are stopped. I could be wrong though.

Happy Mapping

http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)

Would it be possible to randomize the location of the 27 cubes that make up the inner cube? Make it more replay-able, ya know. I know there is a Rubik's cube map here on TWP, but that doesn't really help me.

Wow! That was...uh, yeah. Just, yeah.

Yes there is. How I would do this, is just build it normally, then when the player is in the elevator (Or out of view), have all of the pieces randomly rotate and move about.

Happy Mapping

http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)

I could have the faces rotate 90 degrees in one direction. Each row or column would rotate in a different direction to "randomize" the combination of faces.

Wow! That was...uh, yeah. Just, yeah.
Page 1 of 2Next