Help needed with Clipping a moving brush.

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
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So i was adding a second dynamic element to atoll. In this, two ramps- func_door_rotating - rise out of the ground. The trouble is, if you tread on them while they're moving, you get stuck in them. I've tried parenting playerclip func_brushes to them, but that doesnt help. How can i make this not happen?
 

Wander

L3: Member
Sep 16, 2010
148
55
Try using a momentary_rot_button instead of a func_door_rotating, there you can set Solid BSP to true, which makes players move nicely with the brush
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
4,775
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That's actually the same key, the two entities just have different text for some reason. If I get a moment later I'll poke around. Also if you can find cp_matterhorn to decompile, there was a rising ramp in that I helped him fix player interaction on (the long time ago I referred to).
 

Wander

L3: Member
Sep 16, 2010
148
55
If it's the same setting, I don't think it's the same behavior on those 2 entities
I once had a map with a diagonal bridge that rotated around, i tried all rotating entities with different settings, and the only way I wouldn't get stuck in it is with a momentary_rot_button with solid bsp on true
Stickies also don't bounce off and engi buildings can be placed on it (although they will float in air after it moves)

The only problem it still has is that it will move slower (or do damage to people on top of it) if there are many (~10+) people on it at the same time
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Probably. The solid type thing changes between Vphysics and Qphysics (valve/quake), and only pertains to the entity in question, not any children (and vphys is very broken in tf2...). I'm guessing the ramps are models? Otherwise you should be able to just make them part of the door. If they are models, try making them non-solid and use a brush-based clipping box that is part of the door.