rgoer Posted July 6, 2003 Share Posted July 6, 2003 I'm trying to get some small func_rotating constructs I've built to also be part of a func_train I'm putting together. Is there some trick to this, or am I just barking up the wrong tree? Link to comment Share on other sites More sharing options...
Druid Bremen Posted July 7, 2003 Share Posted July 7, 2003 actually, I dont think its possible. Do you mean, making the func_rotating MOVE with the func_train? I dont think so... Something related: I have been trying to make an X-Wing made out of brushes move with func_train and occasionally pivot. Is this possible WITHOUT scripting? Link to comment Share on other sites More sharing options...
Lil Killa Posted July 7, 2003 Share Posted July 7, 2003 Originally posted by DarkLord actually, I dont think its possible. Do you mean, making the func_rotating MOVE with the func_train? I dont think so... Something related: I have been trying to make an X-Wing made out of brushes move with func_train and occasionally pivot. Is this possible WITHOUT scripting? You can't script in MP for JK2 BUT in JKA (JK3) you can YAY!!!!! lol but no i don't think you can combine func entities. Link to comment Share on other sites More sharing options...
Leslie Judge Posted July 7, 2003 Share Posted July 7, 2003 I'm sure you can't. There is only one exception, you can attach misc_models to other entities if you use q3map2 as the compiler, but that is not good for you. The other one could be coding the possibility into the MP game. Link to comment Share on other sites More sharing options...
wedge2211 Posted July 7, 2003 Share Posted July 7, 2003 Originally posted by rgoer I'm trying to get some small func_rotating constructs I've built to also be part of a func_train I'm putting together. Is there some trick to this, or am I just barking up the wrong tree? No func_rotatings inside of func_trains. Sorry. One thing you could try if you absolutely refuse to give up this idea is to make two func_trains, one that moves in a straight path and one that moves in a path as if it was rotating around the first train. With, say, four path_corners for every one of the first train. The timing would be hellish to pull off, but not impossible. Link to comment Share on other sites More sharing options...
rgoer Posted July 7, 2003 Author Share Posted July 7, 2003 Well, maybe a func_pendulum will work instead. Can somebody explain to me how they work? I select my origin brush and my "pendulum" brush, make them into a func_pendulum, but then instead of "swinging" about the pivot of the origin brush, the "pendulum" brush just "swings" in place? Hmmm, I'm puzzled. Link to comment Share on other sites More sharing options...
Lil Killa Posted July 7, 2003 Share Posted July 7, 2003 for pendulums u put yout oragin brush at the top where it is "hanging". Link to comment Share on other sites More sharing options...
rgoer Posted July 8, 2003 Author Share Posted July 8, 2003 So you can only have vertically oriented pendulums? I can't have a pendulum that swings horizontally? Link to comment Share on other sites More sharing options...
Lil Killa Posted July 8, 2003 Share Posted July 8, 2003 u can but you will have to play around with the direction settings in the entity menu....... Link to comment Share on other sites More sharing options...
Leslie Judge Posted July 10, 2003 Share Posted July 10, 2003 Erm... You can only hang it up somewhere as a normal pendulum and define in what plane (by default it is the north-south plane) it has to swing with the angle key, but you can't change anything else as I know. The only strange behviour I can imagine is if you put the origin lower than the brush is. Maybe. Link to comment Share on other sites More sharing options...
Emon Posted July 10, 2003 Share Posted July 10, 2003 For SP, you could use ICARUS to move and rotate everything, or just move a func_rotating that rotates on its own. You could code the necessary entities for MP. Link to comment Share on other sites More sharing options...
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