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Rotating water

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Might a little more detail be provided plz? I never used a point_viewcontrol or path_track before.

Don't know if Skotty meant to use simply a path_track alone to head the point_viewcontrol to (if this could be ever done), but this is how you can do:

1. Use a func_tracktrain and 2 path_tracks, one for the starting point of the train and the other for the end point. Since you seem not to have used this before, I'll tell you how to set it up:

- Place one path_track where you want the movement of the viewcontrol to start (more or less at the player's eyes level, and where you expect he will stop and the point_viewcontrol will be set as active). Name it, something like "view_train_track1".

- Now by simply holding Shift and selecting/dragging the first path_track, you'll duplicate it, BUT with the advantage that it will be automatically named the same as the previous one but ended up in "2", like so: "view_train_track2"

- Now name the tracktrain (something with "_train"). Tick the flag "Fixed orientation". Set the "Height above tracks" to "0" and in "First stop target" put the name of the first path_track; leave the rest as it is...

Then, as I told you, first parent the point_viewcontrol to the func_door_rotating and this latter one to the func_tracktrain. As soon as you trigger the the point_viewcontrol, also fire an output to the func_tracktrain to start movement, like for example SetSpeed 10 (or whatever other value you're satisfied with)...

Finally, for the rotating effect, fire it (open the func_door_rotating) when the tracktrain has arrived to the last path_track with this output:

- OnPass > [func_door_rotating_name_here] > Open

I think it should work even fired from this entity.

Tell us if you managed! :thumbup:

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

So I need a path_track on my point_viewcontrol and one where I think the player will be if I get it right?

Is it possible to parent the path_track to the players eyes? I did some google search and you should be able to attach things to the player with 'player' but I'm not sure if this are the eyes or if this works with a path_track.

No, you dont need that.

The func_tracktrain and the path_tracks must allow you to tick the flag "Start at player" in the point_viewcontrol as Skotty said AND to have that smooth transition you were looking for, understand? So the point_viewcontrol, parented to the func_door_rotating parented to the func_tracktrain should make that as soon as the player hits the trigger, the viewcontrol is activated going from the player's eyes along the track created by the 2 path_tracks to finally arrive to path_track2 where it should stop and rotate....

Nothing else needed... please try this way and tell us.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]
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