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Ok, here's a little riddle for you. About func_rotate's...


Grets Sirob

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yeah i really cant understand why raven guys never made a rotate that would stop at a point. I mean lets look at the evidence

 

How many Round doors are there in Starwars Universe.

 

k

 

1. Bespin lift doors

2.Death star lift doors

3. ROTJ death star throne room lift door

 

then theres those machines and stuff you might want to have half rotating parts

 

hmmm

its the first thing id make

 

PLEEEEEASE RAVEN me old mates, me old friends me ol buddies please please please please please please please please please please make a code to get a door to rotate to a point

 

i mean how fed up are we of seeing doors that open up down or left right

 

we dont even get doors that swing open :mad::(

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heres another example

in Dark forces first level

the big lift

 

the door rotates half way

 

Now this is how many years on

 

is technology not meant to be going forwards ??? its starwars

doors like this should be made, yes

 

ok weve got jk3 maybe on the way. But we really are missing that starwars feel, even jk1 did to a point

 

Suppose its up to mappers like me to deliver that starwars feel.

 

Hey i might have hit upon something =]]]

maybe we could get paid for making a game better :D

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yeah i guess me and thee will have to keep posting great work for zip , zero Zowee :(

 

oh well WE LOVE IT :D

 

and raven is one of the best IF not the best games company

 

 

and they do listen to you but we do need a really good game engine for Quake 4,

 

Rotating doors, doors that flip, slide, turn on hinges and do all kinds of nifty things.

 

Ok level design is getting more complex but doors are staying the same old boring thing.

 

I do know that the doors for jk2 were very very complex and difficult but each door segment was still plain if you look into it

 

I am speaking as a designer , we need creative doos in future released games.

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One Dark Forces Mod exclusive for your viewing / testing pleasure :D

 

//Generated by BehavEd

 

rem ( "comment" );

 

sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/switches/switch1.mp3" );

 

 

 

affect ( "door1", /*@AFFECT_TYPE*/ FLUSH )

 

{

 

rotate ( < 0.000 -90.000 0.000 >, 3000.000 );

 

wait ( 5000.000 );

 

rotate ( < 0.000 0.000 0.000 >, 3000.000 );

 

}

 

Make a func_static (don´t forget the origin brush!) and call insert the key

scripttargetname door1

 

start the script with a switch - that´s it!

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I've got a scripting solution but as far as I'm aware you can only use scripting in single player. Here it is anyway...

 

It is possible to stop and start a func rotate with scripting. Give it a targetname and then a use("targetname") command will stop or start it. Depending on the pause between use commands (using wait) and the rotate speed you can control how far it rotates.

 

The problem is if you stop it at 90 degrees then start it again, it will start at 0 degrees rather than 90 degrees. I only know one way to get round this and its a bit messy. You can superimpose multiple func rotates at different angles with only the relevant func rotate visible. Then use the invisible(true/false) command to swap them. Ugly- but it works!

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Ok, this is getting confusing.

In one post, can someone explain how to make this thing rotate ninety degrees, stop, rotate the same direction ninety degrees, stop, repeat?

I really don't want to give off the secret of this map, but I need to know how to make a large func_rotate do that, and this is not a door.

In case any of you were wondering, this is being made in gtk, for mp.

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