Rope that gets shorter?

NanoSquid

L3: Member
May 6, 2010
138
38
Hi guys. I'm working on yet another map, arena_hole (yes I will release this one :rolleyes:).

I have a problem. I'm using the well center crane platform for my capture point and I want it to rise out of the pit in the middle of my map (the hole :O) and I want it to look like its being winched up realistically by two thick cables.

I'm having trouble figuring out ropes though. How would I make one that is simply a vertical line that connects to the end of my platform and gets shorter as it "pulls the platform up"?
 

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
i'm not sure if you can parent ropes to other entities, but if you can't you could just fake it being a rope with a func_movelinear or something like that
 

NanoSquid

L3: Member
May 6, 2010
138
38
i'm not sure if you can parent ropes to other entities, but if you can't you could just fake it being a rope with a func_movelinear or something like that

That crossed my mind, but then the structure above it would have to be ridiculously tall to hide it on top.

It's a deep hole. :O
 

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
That crossed my mind, but then the structure above it would have to be ridiculously tall to hide it on top.

It's a deep hole. :O

you could cheat a lot, and use a bunch of func_movelinears that move together, but all stop at a certain point
 

StickZer0

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Nov 25, 2008
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
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Hmm. So parenting one of the move_rope nodes to a moving entity isn't doing it? Because that would have been my first guess.
 

StickZer0

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Nov 25, 2008
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Ok, I've got access to hammer again, let me write it out so you can understand it :)

I'm going to give you the bare bones example of how it works, and you should be able to adapt it from there.

Create a func_door with the name rope_brush_mover. This is the main moving object, that everything else will be parented to. It could also be a func_movelinear, just any moving brush entity will work.

Make a move_rope named rope_1, with the next keyframe set to rope_2. Then create a keyframe_rope called rope_2. rope_2 is the part that is going to move.

Create a 32x32x32 box around rope_2 using the hint texture, and convert it to a func_brush. Name it rope_brush, and then set the parent to rope_brush_mover.

Now for the important part: create a logic_measure_movement. Set the Entity to measure, Measure Reference, and Movement Reference boxes to rope_brush.
Set the Entity to Move box to rope_2.
Leave the other boxes default.

Now you're done! If you want to test it easily, compile it and open it ingame, and just set the func_door to open (use "ent_fire rope_brush_mover Open" in console if you forgot to make a trigger).

Here's an example VMF if you're still having trouble figuring it out.
 

NanoSquid

L3: Member
May 6, 2010
138
38
Ah, THAT did it! The way you set it up was correct. the tut you linked to had it set up wrong.


Thanks for helping me with my Hole, Stick. :p