Can you make a Func_brush rotate and move up & down?

suber36g

L3: Member
Jan 20, 2017
134
37
Is it Possible to make a func_brush rotate and move up and down? If not, is it possible to have an brush to be translucent, have no collision, rotate and can move up & down?
koth_signs_of_april0002.jpg
 

suber36g

L3: Member
Jan 20, 2017
134
37
I try to do both !self and the name of the func_brush "boing" but it doesn't move up nor down.
boing 1.PNG upload_2017-7-3_15-27-15.png
 
Mar 23, 2013
1,013
347
Why do you have a func_brush anyway? You just need only one entity for the rotating and then one entity for moving up and down. And one of these two can be used as the visible entity in your map.

Also in case you put the inputs in your screenshot on hte func_brush it obviously isn't going to work. I'm saying this because I dont see the icon in your func_door screenshot that says it has inputs specified
 

suber36g

L3: Member
Jan 20, 2017
134
37
Why do you have a func_brush anyway? You just need only one entity for the rotating and then one entity for moving up and down. And one of these two can be used as the visible entity in your map.

Also in case you put the inputs in your screenshot on hte func_brush it obviously isn't going to work. I'm saying this because I dont see the icon in your func_door screenshot that says it has inputs specified

I haven't connected the func_brush to the func_door yet, and I need the func_brush to make my arrow see though. But I don't know how to make the func_door to move by itself.
52190-4976febc7b4d99837e23ff974037a39f.jpg
 
Mar 23, 2013
1,013
347
You can make a func_door see-through too so there is no need for the func_brush. Set "FX amount" to something like 120 and it will be transparent.

You move the door by giving it an "open" input. The initiating "open" input can't come from the door itself, so create a logic_auto with the output "OnMultiNewRound - boing - open" (onMultiNewRound will be fired at the beginning of the round)

Alternativly, when the arrow isn't needed right from the start, make the door move later. So when a CP has to be captured first to get to the arrow, make the door start moving after the CP is caped. (OnCapture - boing - open). Reason is that the server doesn't need to send uneccessary informations about the door's position when it isn't needed.
 
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suber36g

L3: Member
Jan 20, 2017
134
37
Hooray! The func_door works! I try doing the door_rotating but it didn't work.... So I check Boojam's method, but I didn't understand it. SO I try copy the func_physbox i did from the drainpump map. IT WORK, but it have some sort of collision. Even if I checked the debris flag, still colliding. Is there a way to make the physbox to stop colliding with players?