Complex Elevator
Uranium
Join Date: 2002-11-10 Member: 8105Members
<div class="IPBDescription">Help me</div> Im trying to make an elevator then when you hit the button instead of going up it rotates as it goes up, so it rotates letts say 180 degrees while moving 512 units up.
I can get to to rotate standalone and make an elevator but i cant get it to act as one. Please help! (dont know if its even possible)
I can get to to rotate standalone and make an elevator but i cant get it to act as one. Please help! (dont know if its even possible)
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I can get to to rotate standalone and make an elevator but i cant get it to act as one. Please help! (dont know if its even possible) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Of course it is possible, Half-Life did it in the very beginning of the game.
Path_Corners have a "New Rot. Speed" Attribute, maybe play with that? Or rotate the second Path_Corner so as the Elev moves up it may also rotate to align with it. I don't know a real factual answer, try that though.
~ DarkATi
Another option is a rotating func_train. It can do almost everything and func_platrot can, but more. However, it is a bit more confusing, and uses more entities.
DarkATi: You cant change the rotating speed of a func_train with path corners. The train will rotate x degrees on the set axis(s) in the anvelocity (I may have misspelled it) keyvalue when ever the train moves 1 unit. If the train isn't moving, it wont rotate. While there was a crash sceen in Blue Shift that seemed to defy this rule, it was done using a ton of env_renders.
While I haven't seen that crash scene yet, I know that at around the time blueshift came out an hl update was also released that allowed you to set spin speeds for func_trains. So you could for instance simulate a bouncing wheel by mapping out a bouncing path for the func_train wheel, and then setting the wheel to rotate along a particular axis at a regular speed as it followed the track.
You could put spinning wheels on a car built out of separate func_trains, and as long as the car didn't change speeds, and each wheel (+car) had it's own separate set of path_corners you could have a very nice vehicle effect (for instance simulating road traffic in an unreachable area where the cars started and finished outside of the player's vision)
EDIT: NVM, actually <b>read</b> your post this time, and I realised that I basically repeated what you said, and contradicted you in your quote... Sorry.