Making Rotating Objects

ZavrixZavrix Join Date: 2007-03-20 Member: 60424Members
<div class="IPBDescription">Oh man!</div>Alright, lets say I wanna do a lil' something with objects.

I want these thin solids to rotate around an axis, 3 of them, all at different times. Y'know how in Half Life 2 on the teleporter, when you are about to be transported to Eli's lab (but it malfunctions)? Those little rotating things that encompass the teleporter and spin around you? Yeah, something like those.

Any idea how to put that together?

Comments

  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    just for show or will the player touch them, shoot through them at anything, or walk through them at all?
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    edited April 2007
    I'm not sure you can do rotating objects that go up and down aswell while rotating, like in HL2
    (Or was it just Gordon who went up?). With func_platrot perhaps, but it'll eat all the coolness when
    you have to set it on reverse to get back to the starting position.
    You could always do a model ;P

    but anyways, here's how you do simple rotating objects:

    1) Make the brush you want to be rotated.
    2) Create new brush in middle of the previous brush and fill this one with ORIGIN texture. It'll work as a hinge
    3) Select them both and tie them to a func_rotating entity
    4) If you want them to rotate like you've explained, leave both Y and X axis boxes unchecked.
    5) Rest is pretty much self explanatory
    6) Do this 3 times, check one of them as "reverse direction" and you'll have your thingy
    -
    7) edit: To make them rotate at different time, you need to give them different names. Then set up multi_manager.
    Give it a name. "mm" for example. click "SmartEdit", and add new keys and values. For keys you want to type in
    the names of rotating objects and the values are in how many seconds they're going to be triggered.
    8) And finally you have to trigger the multimanager with anyway you want, to start the whole rotating process.
    with func_button or trigger_auto maybe.

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    <img src="http://uffo.wanha.org/maps/rot1.jpg" border="0" alt="IPB Image" />
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    <img src="http://uffo.wanha.org/maps/rot2.jpg" border="0" alt="IPB Image" />
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    <img src="http://uffo.wanha.org/maps/rot3.jpg" border="0" alt="IPB Image" />
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    <img src="http://uffo.wanha.org/maps/rot4.jpg" border="0" alt="IPB Image" />
  • ZavrixZavrix Join Date: 2007-03-20 Member: 60424Members
    Wow, thank you so much. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • Spawn_of_Chaos97Spawn_of_Chaos97 Join Date: 2006-11-21 Member: 58694Members
    edited April 2007
    For having them rotate at different speeds, wouldn't you just set them to different rotate speeds?

    ...ok that came out a bit redundant...lol
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