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Post by paradigm on Mar 20, 2010 4:11:58 GMT
So I'm fairly new to the (Hammer/TF2) mapping scene and I've been following 3kliksphilip's tutorials closely. Now my issue is I've created a spinning disc with walls and i am "passing through" these walls when i stand on it, as well it is not moving my character, I've muddled with Func_rotating with little results as well as grouping player clipping to the Func_physbox I've also taken a peek at the Func_Tracktrain from balloon race with no results as well, Perhaps i am missing something simple. Image below. photodocking.com/pics/063ffc15a6aa91e32c3e312d26c32878.pngVMF below. www.sendspace.com/file/kypfgnIf anyone could give me any tips or solutions to this that would be great. Edit: oh yeah this IS for TF2
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Post by Zeph on Mar 20, 2010 12:24:46 GMT
Func_Physbox usually causes your character to get "stuck" in it if it moves into your character's containing box. Basically your character gets 'inside' the physbox and therefore restricts movement. It's not designed to be stood on.
Grouping player clips means the player clip brush is not a world brush. For clipping to work, it needs to be a world brush and not an entity brush, and therefore cannot move.
For a rotating platform, try making it all a Func_Rotating (ie- it all becomes a single entity, no parenting since it does not work in TF2 for Func_Rotating), or perhaps Func_DoorRotating, though i think it gets stuck when colliding with players.
The best solution i can think of is to use Func_Platrot. This is similar to an Elevator, but it spins as it moves up and down. Now, it may be possible to have zero vertical movement, but still allowing it to spin (though doubt it - it spins the number of degrees during its journey. No journey means finishes it's spin instantly fast...). This entity is meant to be stood on (it is after all an elevator) so with a bit of tweeking, may work.
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Post by paradigm on Mar 20, 2010 21:40:12 GMT
Thanks alot for the reply, I'll see if i can get those to work.
Edit:
It seems Func_Platrot is going to be the solution for now, I've not had the time to get it to work properly for what i need but i did read a couple threads elsewhere about people using it for slightly similar things.
Though if i could simply (stop) the Phys_motor from moving when a player hits a (trigger box) and continue when they leave that would be preferable.
I'll look around to see if i can do that when i find some time, but any tips would be great.
Again thx for the help.
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