1. Hey Guest, welcome to the new forums. Be sure to check out this thread to get all the information you need on the cool new stuff!

Help needed with Clipping a moving brush.

Discussion in 'Mapping Questions & Discussion' started by LeSwordfish, Mar 25, 2012.

  1. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    2,518
    Thanks Received:
    2,477
    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?
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,697
    Thanks Received:
    5,429
    Trying to remember from ages ago when dealing with this... I think you need to change the Solid Type key.
     
    LeSwordfish thanked this.
  3. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    2,518
    Thanks Received:
    2,477
    I tried it on both, and i don't think it helped.
     
  4. Wander

    Wander L3: Member

    Messages:
    147
    Thanks Received:
    42
    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
     
    LeSwordfish thanked this.
  5. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,697
    Thanks Received:
    5,429
    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).
     
    LeSwordfish thanked this.
  6. Wander

    Wander L3: Member

    Messages:
    147
    Thanks Received:
    42
    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
     
    LeSwordfish thanked this.
  7. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    2,518
    Thanks Received:
    2,477
    I will give momentary_rot_button a try, thank you. I'll also see if i can get my hands on cp_matterhorn.
     
  8. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    2,518
    Thanks Received:
    2,477
    Sorry for doublepost, but Nope. momentary_rot_button does the same thing.

    Is it significant that the ramps are themselves parented to func_door_rotatings?
     
  9. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,697
    Thanks Received:
    5,429
    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.
     
  10. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    2,518
    Thanks Received:
    2,477
    No, they're brushes, but they need to rotate at an angle of 45 degrees from any of the planes they can rotate in, so i have them quickly rotate to 45 degrees thanks to one func_door_rotating, and then rotate up into position thanks to another.