[Solved]func_rotating and game_ui
Quote from Devolution on August 11, 2012, 12:26 pmHi. So basically I have set up a func_rotating which should be moved by using +moveleft and +moveright stuff. It actually works...the first time it would rotate without any limit (360?). But when the player deactive the game_ui and than reactivate it, the func_rotating would not rotate past a certain point.
What i'm doing wrong? :/Edit: Nvm, it turned out to be game_ui messing around. Fixed it by using a point_template in order to spawn a new one everytime.
Edit2: it didn't solved it actually...
Hi. So basically I have set up a func_rotating which should be moved by using +moveleft and +moveright stuff. It actually works...the first time it would rotate without any limit (360?). But when the player deactive the game_ui and than reactivate it, the func_rotating would not rotate past a certain point.
What i'm doing wrong? :/
Edit: Nvm, it turned out to be game_ui messing around. Fixed it by using a point_template in order to spawn a new one everytime.
Edit2: it didn't solved it actually...
Quote from Skotty on August 11, 2012, 8:10 pmWell, in such cases it's easier to have a VMF with the entities you have problems with (if you don't want to upload the whole map).
Theoretically I can't see any reason why the func_rotating should not rotate a certain point.
Well, in such cases it's easier to have a VMF with the entities you have problems with (if you don't want to upload the whole map).
Theoretically I can't see any reason why the func_rotating should not rotate a certain point.
Quote from Devolution on August 11, 2012, 8:50 pmEdited: posted as an attachment
Edited: posted as an attachment

Quote from ChickenMobile on August 11, 2012, 9:23 pmYou didn't need to create a new thread in community releases for your door. Put it in an attachment in your post.
You didn't need to create a new thread in community releases for your door. Put it in an attachment in your post.
Quote from Devolution on August 12, 2012, 5:21 amHum, sorry,Ii didn't know I could actually do that. (I searched over the forum rules to see about files uploading though :/)
Hum, sorry,Ii didn't know I could actually do that. (I searched over the forum rules to see about files uploading though :/)
Quote from Skotty on August 12, 2012, 8:21 amThe solution is extremely simple:
If you would have turned on "developer 2" you would see a error message in the console "Blocked by player on train!"
You know why? Once the teleport trigger inside of the black box is enabled, nobody disables it. So if you press the button again, you will get teleported in any immediately out and you block the func_rotating.
Just give the trigger_telport the output "OnEndTouchAll !self Disable".
The solution is extremely simple:
If you would have turned on "developer 2" you would see a error message in the console "Blocked by player on train!"
You know why? Once the teleport trigger inside of the black box is enabled, nobody disables it. So if you press the button again, you will get teleported in any immediately out and you block the func_rotating.
Just give the trigger_telport the output "OnEndTouchAll !self Disable".
Quote from Devolution on August 12, 2012, 9:33 amOmg, I thought i actually copied the output from the first trigger to this one...><
Thanks dude ! [spoiler](I actually has developer 2, but i have a message who keeps popping, so i can't see anything.)[/spoiler]
Omg, I thought i actually copied the output from the first trigger to this one...><
Thanks dude !