Grets Sirob Posted October 29, 2002 Share Posted October 29, 2002 How would you do this? I'm making a duel map, in which something is spinning. My problem is, how would I get it to start out off, turn on, rotate 90 degrees, stop for a while, and repeat? Whoever helps me out gets to beta test it... Link to comment Share on other sites More sharing options...
Wudan Posted October 29, 2002 Share Posted October 29, 2002 Barring a code change, I don't think that's possible. Unless somebody knows how to script it. Link to comment Share on other sites More sharing options...
Livingdeadjedi Posted October 29, 2002 Share Posted October 29, 2002 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 Link to comment Share on other sites More sharing options...
{xg}darthVADER Posted October 29, 2002 Share Posted October 29, 2002 i agree jedi they should script special func rotating doors and **** like that Link to comment Share on other sites More sharing options...
Livingdeadjedi Posted October 29, 2002 Share Posted October 29, 2002 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 Link to comment Share on other sites More sharing options...
{xg}darthVADER Posted October 29, 2002 Share Posted October 29, 2002 dont push your luck jedi many have tried and succeded but without payment in money=[ Link to comment Share on other sites More sharing options...
Livingdeadjedi Posted October 29, 2002 Share Posted October 29, 2002 yeah i guess me and thee will have to keep posting great work for zip , zero Zowee oh well WE LOVE IT 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. Link to comment Share on other sites More sharing options...
Wudan Posted October 29, 2002 Share Posted October 29, 2002 Uh, I have coded func_door_rotate into my saga mod, along with MP weather effects, no one even blinked. So, I'm not sure ... if you guys are just mad about it, or if you really don't care. Link to comment Share on other sites More sharing options...
MilesTeg Posted October 29, 2002 Share Posted October 29, 2002 One Dark Forces Mod exclusive for your viewing / testing pleasure //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! Link to comment Share on other sites More sharing options...
duncan_2001 Posted October 29, 2002 Share Posted October 29, 2002 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! Link to comment Share on other sites More sharing options...
Kengo Posted October 30, 2002 Share Posted October 30, 2002 Nice one guys, I'm working on a Medieval type SP map, and doors that open straight up/down just don't look right I'll give it a go (and give ya full credit in the readme if I can get it working ) Link to comment Share on other sites More sharing options...
Grets Sirob Posted October 30, 2002 Author Share Posted October 30, 2002 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. Link to comment Share on other sites More sharing options...
Livingdeadjedi Posted October 30, 2002 Share Posted October 30, 2002 hey milesTeg in behave ed how come my sound bit looks like this //(BHVD) sound ( /*@CHANNELS*/ Include Error!!!, "sound/movers/switches/switch1.mp3" ); i cant get rid of Include Error ????? Link to comment Share on other sites More sharing options...
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