Ropes do not work

mitterdoo

L1: Registered
Jan 15, 2011
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Hi. I'm making a TF2 capture point map called cp_drawbridge, where there's 5 caps, 2 red, 2 blue, and one unowned on the drawbridge. On setup the drawbridge is already raised, and when setup finishes, the drawbridge lowers. Basically it's the same cap setup as cp_well. So the drawbridge has a 'pulley' with the part that moves up and down and the two counter-weights. They both have ropes to two 'wheels', but when the bridge lowers, the ropes don't move. I parented the roped to the needed brushes, but they don't work. I tried making the parented rope parts info_targets, but it still doesn't work. If anybody can help me please do.
 

Yacan1

D I G I T A L I N F L U E N C E R
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Nov 7, 2010
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It doesn't work like Garry's mod. I'm not sure about the whole drawbridge concept but, I'm sure it could work if you use func_door or something of that sorts.
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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Ropes can't move in TF2 afaik. They work if they're static though.
 

lana

Currently On: ?????
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Sep 28, 2009
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Ropes can never be affected by physics or other actions in TF2. They don't even reset when a new round begins.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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Ropes have been broken in TF2 since release. Sorry.
Wrong (okay, a little right)

It doesn't work like Garry's mod. I'm not sure about the whole drawbridge concept but, I'm sure it could work if you use func_door or something of that sorts.
Wrong

Ropes can't move in TF2 afaik. They work if they're static though.
Wrong

Ropes can never be affected by physics or other actions in TF2. They don't even reset when a new round begins.
Wrong (alright, sorta.)


Fun Fact: there are moving ropes in arena_backlot. How do you think I got the cap point to lower on ropes?

You need to use a logic_movement_measure. The keyvalues are pretty self explanitory, just choose what is the reference (stationary) prop entity, then the one that it measures (for me they were both the same func_door) then choose the entity that is moving (the name of the keyframe_rope) then what it is referenceing (the first 2 keyvalues). Set the movement scale to 1:1 and the type to Position.

It may require a little bit of twiddling around with, but you can do it that way. My ropes only moved linearly though, I don't know what will happen if they move at an angle.
 
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grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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Nerdboy is right, I had the same trouble with my Valve Artpass entry. Ropes wont reset on a round reset and as demonstrated by your "work around" ropes aren't directly affected by physics objects. Your work around simulates physics reactions but isn't a true rope dynamic.

Best solution: Use an animated prop.
 

mitterdoo

L1: Registered
Jan 15, 2011
9
0
Fun Fact: there are moving ropes in arena_backlot. How do you think I got the cap point to lower on ropes?

You need to use a logic_movement_measure. The keyvalues are pretty self explanitory, just choose what is the reference (stationary) prop entity, then the one that it measures (for me they were both the same func_door) then choose the entity that is moving (the name of the keyframe_rope) then what it is referenceing (the first 2 keyvalues). Set the movement scale to 1:1 and the type to Position.

It may require a little bit of twiddling around with, but you can do it that way. My ropes only moved linearly though, I don't know what will happen if they move at an angle.
It KINDA works. It only works with one rope. All the rest stay still.