Math, Physics, And Func_Rotating_Doors

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
FerrisMockup.png

So, I'm thinking that in order to get this thing moving properly, I want to do the main portion of it as a func_rotating_door centered on the center axis, and then parent the individual gondolas to the wheel. However, I'm trying to figure out how to set up the gondolas so that they rotate as well- so that they remain level as they go 'round. I'm thinking that they ought to be func_rotating_doors too, but I stink at math so I can't figure out whether or not they ought to be at the same speed (but opposite direction) or something else. Alternately I was thinking I could do this with some physics objects, but I don't know if that'd get even more complicated.

And just to keep this all aboveboard, this is part of a map I'll be working on for Team Interrobang's prophunt map contest.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I can't really help, but let me say this:

It won't work, atleast not the way you want it.
And if it somehow does, everyone who tries to interact with this thing will get stuck in the moving geometry
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Martijne's right (again) as that is the only way it can ever work without 9as ravidge said) it being a bit glitchy people getting stuck etc.
 

StoneFrog

L6: Sharp Member
May 28, 2008
395
81
Agreed. Set the "body" of the ferris wheel to a func_rot_button, and send an output so it can revolve on its own. Make the carriage func_tracktrains and see if emulating the same speed as that of the button's looks seamless enough.

The next option is to convert it into model form (Propper is broken though and I understand this is still a dev mockup so it may not be worth the trouble) and animate it rotating.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
If you make them func_physsbox's, which would solve your gondola problem, the player wouldn't collide with it (They don't in tf2).
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
func_tracktrains have just as many collisions issues as any other brush entity, except when a team_train_watcher is linked to them. They set up special collision calculations for payloads only, and I'm not sure if you'd want to mess with setting up a watcher for every single one.